92 resultados para Jogos e brincadeiras


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It is a fact that childhood is a period of play and it is through them that the child meets their interests, express their way to organize, disorganize, build, think, making new discoveries. Therefore, the playful stands as one of the most important and effective in children's learning process forms, as it enables the development of imagination, feelings and fantasies, helping the child progress in their motor, psychomotor, cognitive, and physical skills emotional. This gives her the exercise of attention and memory to play activities adults engage, thus expanding their knowledge about the world. The teacher's role in this process is essential, where it can bring to everyday life of the child in various situations themes, turning the simple play on continuous learning and not just using the play as a complementary activity to the child because they provide pleasure and relaxation which do interact with the new learning and the group operates. The psychology emphasizes that play is essential to the balanced development of the psychosocial human being, because when in childhood, the relationship with the toy and gaming in general develops affectivity, creativity, and reasoning ability. Playing, the child increases their independence by building their knowledge. The aim of this work is to make a theoretical study based on a literature search, aiming to understand the play within the child development process, where it is recognized as very important in a child's learning starting from the theoretical conceptions of thinkers such as Piaget, Vygotsky, Wallon among others. With this, it can also be possible to recover the importance of the play that is being extracted from the infant universe due to new reasons to experience the modern world brings, as the excess number of activities assigned to the child, electronic games, etc. Finally, a playful approach to provide a reflection for parents and educators, bringing children's learning...

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Na última década, nos governos Lula (2002 - 2010) e Dilma ( 2011 - 2012), os jogos eletrônicos passaram a figurar nas políticas públicas governamentais, com o ganho de destaque da indústria a partir do seu crescimento nos últimos anos e por meio de iniciativas promovidas por instituições como a ABRAGAMES (Associação Brasileira das Desenvolvedoras de Games) e a ACI Games (Associação Comercial, Industrial e Cultural de Games). Concebendo a indústria de games como uma indústria criativa, esta monografia busca descrever o mercado nacional de jogos eletrônicos e assim expor seus dispositivos de fomento e desenvolvimento, evidenciando as políticas públicas governamentais para a área e incluindo uma exposição de como os games se inserem ou podem se inserir em políticas de incentivo do governo federal como a Lei Rouanet, Lei da Informática e a Lei do Audiovisual

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Pós-graduação em Docência para a Educação Básica - FC

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Educational games are responsible for part of the information assimilated by the child, because these games respect the individual learning time, enabling experimentation and, consequently, being an accessory to retain the acquired knowledge spontaneously. However, the analogy between stimulus and reception/result is not always the expected. On the one hand, there are the pedagogues, bearing the knowledge necessary to the children’s development. On the other hand, are the children, who cannot completely assimilate the concept, commonly because of lack of planning on the product. After all, the children become not interested in the game, without developing the expected cognitive abilities planned for the product. Whereas the importance of the games on children’s development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Design’s knowledge and skills. Specifically, the research intends to investigate games targeted to stimulate geometric concepts, and so, to describe parameters that must be observed during the product planning.

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Apresentamos neste trabalho experiências obtidas na aplicação de um dos jogos desenvolvidos como parte do projeto de Extensão “Ensinado Matemática através de Jogos, Modelos Geométricos e Informática”, o qual tem como objetivo desenvolver entre os alunos do ensino fundamental e médio o estímulo pelo interesse em Matemática e o aprimoramento de seus conhecimentos nesta área, o que é propiciado através do contato com problemas desafiantes e da interação com outros colegas e docentes, despertando o gosto e interesse pela investigação matemática, através dos jogos, modelos geométricos e softwares. O “Ensinando Matemática através de jogos, modelos geométricos e informática” conta com a colaboração de 3 docentes do departamento de Matemática da UNESP-Bauru e envolve a cidade de Bauru com várias escolas públicas de ensino médio, participando as três séries deste nível. Um dos objetivos dos departamentos de Matemática das universidades brasileiras é estimular o interesse dos graduandos ingressantes pelo raciocínio lógico. Outro ângulo é buscar meios de incentivo para alunos e professores, na tentativa de colaborar para a melhoria do quadro brasileiro que se coloca. Com este projeto estamos estimulando o gosto pela Matemática, propiciando uma maior interação professor / aluno, e promovendo uma aproximação comunidade / universidade, fazendo com que o aluno tenha uma nova visão da Matemática através dos jogos. Assim, de forma lúdica, estamos fazendo com que este aluno pense nos conceitos aprendidos na sala de aula, questione a lógica usada para fazer o pensamento, fazendo com que este estudante crie conexões entre as várias áreas da matemática. Dentre os jogos aplicados, o “fecha a caixa” tem nos proporcionado atingir este objetivo, como apresentamos no decorrer do nosso texto.

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Pós-graduação em Letras - FCLAR

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Having in sight the current inertia found on the school physical environments as well as on the High School learning methods used, digital games appear as a different tool to build the individuals'/students' knowledge and becomes a driving factor for this research. The usage of this media resource tries to rescue a stimulant type of learning focused on the students' experiences while getting them closer to Science, Technology and Society (STS). The usefulness of this method falls short, however, without the capacitated guidance of a teacher. A literature review has been made about the possible schooling that electronic/digital games provide; it also brings the opinions of students and teachers to help comprehend how the insertion of this new tool in the classroom happens, as well as its efficiency and acceptance. Having in sight the relationship between individuals and the preoccupations about the future of mankind, components of humanity's destiny have been evidenced in the teaching of Chemistry. It is possible to conclude that these games can, indeed, help in the teaching process, although it is necessary that they develop a main didactic role, linked to the teaching of concepts and content, or else become only educational for that matter. Using the tools given by digital games it is possible, for example, through playfulness, to teach the theory of many abstract models, mathematical equations and chemical formulas, making it possible then to grab the students' attention, to thrill them and to develop their participation based on the experience they so often already have with cell phones and personal computers

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)