115 resultados para Trigonometry Formulas


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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The present work is determined to analyse trigonometry problem solving with the help of CabriGéomètre II software from the perspective of two axes of mathematics teaching which are: the concept formation in Klausmeier and Goodwin´s perspective(1977) and problem solving according to Sternberg’s conception(2000). With such an approach traces of a more significant learning may be found , which according to Ausubel(1980) enables the adoption of better teaching and learning practices.

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During a long time, origami was associated with decoration and craft production of ornaments and figures. However, in the end of 20th century, it began to be studied by mathematicians who were looking for interrelationships between this art and science. Through disciplines like geometry, trigonometry, calculation and linear algebra, they generated a set of axioms and theorems that became possible specific conversion of origami in computational geometry and the development of several softwares. Thus, origami began to be applied in engineering and design studies of innovative product and the term “origamics” was created to demonstrate its interdisciplinary nature. In this article will be presented some works exploring the constructive principles of origami to contribute with the diffusion of origamics. In this way more professionals will be able to understand the scientific and technological potential of this art.

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Os ambientes da L´ogica e da Topologia tˆem a compacidade como uma propriedade importante. Nos dois diferentes contextos as no¸c˜oes de compacidade s˜ao diversas. Na l´ogica, dizemos que um conjunto de f´ormulas ∆ ´e compacto quando a existˆencia de modelo para todo subconjunto finito de ∆ implica que tamb´em ∆ tem modelo. A l´ogica ´e compacta, se o conjunto de suas f´ormulas v´alidas ´e compacto. Na topologia, um conjunto A ´e compacto, caso qualquer cobertura de A por abertos admita uma subcobertura finita. Neste trabalho, mostramos uma maneira de relacionar tais no¸c˜oes de compacidade.

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In this work we present a didactic proposal of the use of movies and videos for the Physics teaching directed to the Basic Education and we bring a discussion about how the materials addresses this topic. For this, we selected three cinematographic works, one chapter of the TV show and videos found in the web and we analyse the physics concepts found particularly about the issue electromagnetism. We developed the activity denominated Cine - Física in a public school from Rio Claro - SP, through presentations of these movies, shows and videos. Those works were exhibited in full and then we discussed the concepts involved in these movies. With the perform of this didactic proposal we verified that is possible insert the use of movies and videos in the classroom activities, and go beyond the entertainment or using those materials as supplements of classes. Dialoguing with students was possible to realize that they visualize the effects and physical concepts in a different way than other that used to be shown in the blackboard through formulas, providing positive effects to the learning of Physics

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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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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Física - IFT

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)