113 resultados para Conteúdos conceituais

em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"


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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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Pós-graduação em Ciências da Motricidade - IBRC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Educação Escolar - FCLAR

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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Pós-graduação em Ciências da Motricidade - IBRC

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This paper proposes a model of educative content structuring for interactive digital television programs. Its intent was to provide references for collaborative production processes and content organization in learning networks associated with university and educative television broadcasting services. The model defines terms, actors, events, environments, as well as content categories, classes and attributes, indicating criteria for their synchronic or asynchronic association in a dynamic television schedule. The model is presented in both descriptive and visual formats, with the use of conceptual maps. The results indicate that interactive use of digital television in education requires systematic content models covering communitarian participation in both media production and distribution processes, in order to enhance learning instruments beyond vertical, hierarchical and centralized communication sustained by traditional broadcast channels.

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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.

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O presente trabalho de pesquisa consistiu em duas etapas: (i) produção de um Guia de Estudos em que a história das pesquisas sobre a febre amarela (1881-1903) foi usada como subsídio para a discussão de alguns importantes aspectos do processo de produção de conhecimentos na ciência; (ii) realização de experiência pedagógica em que o Guia de Estudos foi aplicado junto a alunos do ensino médio. Os resultados obtidos forneceram evidência da viabilidade do uso da História da Ciência no Ensino de Ciências.

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The school culture reveals an organization, over all in terms of the distribution of the contents throughout the different levels of education. However, the Physical Education does not have its contents systemized, that is, there are no clearly definite criteria that can assist the teacher in the curricular organization, as well as, are restricted the didactic books of reference for the area. So, the aim of this study was to try the identification of relevant contents for the teach-learning of the scholar Physical Education pertaining of 1(a) to 4(a) series, as well as, a suggestion to organize these contents in a systemize form, respecting a pedagogical sequence for the indicated series. Field research was carried out, in which was used the practical experience of two of the authors of this article, that are Physical Education teachers, throughout three years. The data were collected by descriptions and daily of field, of the positive experiences lived by the teachers.

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This paper presents the right all citizens have to dance. It focus on the official orientations which deals with dance as a legitimate content at school briefly discussing the difficulty to implement this content. Among various dance manifestations we highlight Ballroom Dance, its characteristics and benefits. We trace the historical path of Ballroom Dance in Brazil at colleges.

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Introduction and objective: This study investigated the contribution of physical education (PE) classes in elementary school I for the development of basic motor skills of children from two public schools in the same neighborhood of São Paulo city, and if the practice of extreme sports besides the PE classes could differently contribute to the development of those skills. Methods: Nineteen children (9.5 +/- 0.3 years) who had two weekly PE classes composed the control group (CG) and 22 children (9.6 +/- 0.5 years) who had two weekly PE classes and three extreme sports classes composed the experimental group (EG). All children were videotaped while performing locomotor and object control motor skill subtests from the Test of Gross Motor Development (TGMD-2). The videos were analyzed and raw scores were obtained according to the quality of the observed movement, and equivalent motor age was also estimated for both subtests. Results: The results indicated that the EG presented higher raw scores compared to CG in the locomotor subtest and both groups presented similar scores in the object control subtest. Moreover, EG presented higher equivalent motor age in the locomotor subtest compared to CG and neither group presented differences between equivalent motor age and chronological age in the object control subtest. Conclusion: Based on these results we conclude that PE classes in elementary school appropriately contributed to the development of basic motor skills, since neither group presented difference between equivalent motor age and chronological age, and that extreme sports classes contributed even more for the development of locomotor skills.

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

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Propomos que uma evolução de idéias científicas seja usada como instrumento de aprendizagem de conteúdos específicos e, em particular, para ressaltar como os conteúdos se articulam entre as disciplinas. Como exemplo, apresentamos um estudo sobre a proposta do demônio de Maxwell e discussões sobre sua exorcização, isto é, um estudo sobre a compreensão da natureza de um ser inteligente que atua dentro de um sistema físico e de como seria essa atuação. Estão envolvidos nesse problema fenômenos relacionados com várias teorias - Termodinâmica, Física Molecular, Mecânica Estatística, Teoria da Informação - dentro das disciplinas de Física, Química, Biologia, Computação. Entre diversas questões epistemológicas e conceituais aí contidas, será enfatizada a questão do objeto limitado de uma eoria científica, isto é, da limitação de seu significado aos fenômenos por ela compreendidos. A delimitação dos fenômenos estudados e as teorias e técnicas caracterizam a compreensão que vai realizar sua emergência concreta nos laboratórios. Essa compreensão vai dar também a possibilidade de atuação interdisciplinar.