117 resultados para Jogos infantis


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Este artigo pretende realizar uma reflexão sobre o papel da extensão universitária na Universidade e relatar um projeto de extensão desenvolvido junto a educadoras infantis, com o objetivo de formação continuada. Para tanto, defendemos que a extensão universitária deve buscar o resgate da dimensão social e de universalidade buscando maneiras de educar e formar profissionais que intervenham na sociedade de forma autônoma e reflexiva, por meio de um currículo dinâmico e flexível. Nas considerações finais, a reflexão é sobre a importância da formação continuada de educadores para que se garanta a luta na busca pela melhoria da Educação brasileira e o exercício da função social da Universidade.

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Pós-graduação em Educação Matemática - IGCE

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This work presents the reading process in yours several levels, emphasizes the aspect of the image reading in children's books aimed at the pre-reader and the initial reader. In the book-image, the narrative text is based on actions involving the characters, time, space and conflict; this text consists of the sequence of illustrations so as to guide the reader by reading the images. Theoretical work enables the production of a book-image authored by researcher and describes the entire creative process until finalization as a physical product

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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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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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The relationships between behavior problems and children social skills, such as the relevance of analysing these sides by report instruments had been emphasized in researches. It aims: a) to verify the components concerning to behavior problems and children social skills, which was identified through a undirected report instrument; b) to analyze the correlation of such indicators with ones detected by a directed report instrument and those ones referred in bibliography. The participants were 213 primary health carers of children in pre-school age (n = 114) and school age ones (n = 98). The results show that undirected and directed instruments are complementary to obtain informations. Besides, the combination of assessment modalities adds to the characterization of the behavioral repertoire.

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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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The objectives this research are: (a) describing positive interactions established between teacher and student, considering clinical group to behavior problems and non-clinical one; (b) describing behavior repertoire (social skills and behavior problems) of children with and without clinical classification to behavior problems, according to TRF, teacher version. The participants this study were 16 female teachers who indicated and evaluated 32 students - 16 of them presented behavior problems (with BP – clinical group), whereas the other 16 did not (without BP – non clinical group). Students aged 6 years were enrolled in the first year of elementary school. Data collection was conducted through the application of three instruments: TRF, RE-HSE-Pr and QRSH-Pr, as an interview with teachers. Data were categorized and analyzed to compare the clinical and nonclinical groups (Mann-Whitney Test). Overall, this research found that female teachers exert different practices among students who have behavior problems that do not show, being more skilled in the interactions with children without behavior problems and more agressive to those with behavioral problems. Implications for interventions and public policies are discussed.

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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