295 resultados para Playful
Resumo:
The play and playfulness as well as school subjects are ways that the teacher has in the classroom to mediate the relationship between knowledge and the students, providing an easier and more enjoyable learning. This paper aims to analyze how teachers in the early years of primary education, the areas of Physical Education, Education, Art and English, assesses the importance of playfulness at school, define concepts such as the playful, playing, their importance for the learning and social life. Field research through interviews with nine teachers was conducted, six Educationalists teachers, an art professor, an English and physical education teacher. The results indicated that most of these teachers mediates learning through playfulness that children have better learning when the pedagogical work occurs through play, and feel more motivated to attend school. Participants have the idea that playfulness is the play and the play and say the school should value the playful, and need support from the school staff and the community. In conclusion, the playful should be part of everyday school life and more than a teaching strategy, should be valued in the integral formation of the individual
Resumo:
The books are part of the school routine in the course of our lives, currently, we are the gateway to the processes of social literacy that begins with the presentation of these objects for babies and children in early childhood education (EI). This research has the main question: to know how are the libraries or reading rooms in Early Childhood Education Centres (CEI) of Botucatu. Thus, the overall goal is to understand, characterize and analyze the CEIs libraries Botucatu. What implies: investigate and analyze the existing legislation on school libraries, their approach to the reality of the CEIs and the official documents of early childhood education; To investigate the relationship between the child and the playful objects (books, toys etc.) and finally discover and describe the reality of School Libraries in CEIs studied. The research is qualitative orientation, more precisely a Case Study. The space, proper equipment and support provide a rich learning that will serve as the basis for school achievements. However, the offering of School Libraries and Reading Rooms in many cases it is not a reality. The survey took into account which of the schools have assets, how is the organization of space, the playful activities with learners users and which functions, training and professional responsibilities designated as responsible for School Library/Reading Room. It is noteworthy to say the official documents as a basis and motive of this research as well as the fulfillment of established targets and carried out by the municipal, state and national governments on the implementation of School Libraries in schools, with the help of programs like National Fund Development of Education (ENDF), National School Library program (PNBE) and the National Book and Reading Plan (PNLL)
Resumo:
O presente artigo pretende ressaltar o potencial dos jogos digitais como instrumento de assimilação do conhecimento em arquitetura patrimonial, através da pesquisa Patrimônio arquitetônico, design e educação: desenvolvimento de Sistemas Interativos Lúdicos (jogos educativos em meio digital). Nesta pesquisa foram desenvolvidos jogos digitais a partir do levantamento das características arquitetônicas dos edifícios de relevância histórica e cultural da cidade de São Carlos. Através da interação e exploração da interface digital pelo usuário, a apropriação do conhecimento ocorre de uma forma lúdica e criativa. Por meio da manipulação desses jogos, os alunos, cidadãos e visitantes podem aproximar-se da educação patrimonial adquirindo consciência histórica e aprendendo a valorizar as origens da cidade e a arquitetura do município. Ressalta-se a importância das metodologias que permitem viabilizar o desenvolvimento dos jogos eletrônicos (desenho e linguagem de programação) e que se apresentam como importantes ferramentas de representação da arquitetura. Por fim, destaca-se a importância da educação patrimonial para a formação do cidadão e preservação do patrimônio cultural.
Resumo:
This research studies the use of digital games as a playful tool approach of knowledge in architecture heritage. We emphasize the potential of digital games as a tool and importance of digital drawing combined with programming language, the means by which the making of the games became possible. The models developed are based on the properties of historical and cultural interest in the city of São Carlos, Brasil.
Resumo:
In this paper we provide a framework that enables the rapid development of applications using non-standard input devices. Flash is chosen as programming language since it can be used for quickly assembling applications. We overcome the difficulties of Flash to access external devices by introducing a very generic concept: The state information generated by input devices is transferred to a PC where a program collects them, interprets them and makes them available on a web server. Application developers can now integrate a Flash component that accesses the data stored in XML format and directly use it in their application.
Resumo:
The aim of the present study was to investigate the effects of an acute physical activity intervention that included cognitive engagement on executive functions and on cortisol level in young elementary school children. Half of the 104 participating children (6–8 years old) attended a 20-min sport sequence, which included cognitively engaging and playful forms of physical activity. The other half was assigned to a resting control condition. Individual differences in children's updating, inhibition, and shifting performance as well as salivary cortisol were assessed before (pre-test), immediately after (post-test), and 40 min after (follow-up) the intervention or control condition, respectively. Results revealed a significantly stronger improvement in inhibition in the experimental group compared to the control group, while it appeared that acute physical activity had no specific effect on updating and shifting. The intervention effect on inhibition leveled out 40 min after physical activity. Salivary cortisol increased significantly more in the experimental compared to the control group between post-test and follow-up and results support partly the assumed inverted U-shaped relationship between cortisol level and cognitive performance. In conclusion, results indicate that acute physical activity that includes cognitive engagement may have immediate positive effects on inhibition, but not necessarily on updating and shifting in elementary school children. This positive effect may partly be explained through cortisol elevation after acute physical activity.
Resumo:
Individuals with intellectual disabilities (ID) often struggle with learning how to read. Reading difficulties seem to be the most common secondary condition of ID. Only one in five children with mild or moderate ID achieves even minimal literacy skills. However, literacy education for children and adolescents with ID has been largely overlooked by researchers and educators. While there is little research on reading of children with ID, many training studies have been conducted with other populations with reading difficulties. The most common approach of acquiring literacy skills consists of sophisticated programs that train phonological skills and auditory perception. Only few studies investigated the influence of implicit learning on literacy skills. Implicit learning processes seem to be largely independent of age and IQ. Children are sensitive to the statistics of their learning environment. By frequent word reading they acquire implicit knowledge about the frequency of single letters and letter patterns in written words. Additionally, semantic connections not only improve the word understanding, but also facilitate storage of words in memory. Advances in communication technology have introduced new possibilities for remediating literacy skills. Computers can provide training material in attractive ways, for example through animations and immediate feedback .These opportunities can scaffold and support attention processes central to learning. Thus, the aim of this intervention study was to develop and implement a computer based word-picture training, which is based on statistical and semantic learning, and to examine the training effects on reading, spelling and attention in children and adolescents (9-16 years) diagnosed with mental retardation (general IQ 74). Fifty children participated in four to five weekly training sessions of 15-20 minutes over 4 weeks, and completed assessments of attention, reading, spelling, short-term memory and fluid intelligence before and after training. After a first assessment (T1), the entire sample was divided in a training group (group A) and a waiting control group (group B). After 4 weeks of training with group A, a second assessment (T2) was administered with both training groups. Afterwards, group B was trained for 4 weeks, before a last assessment (T3) was carried out in both groups. Overall, the results showed that the word-picture training led to substantial gains on word decoding and attention for both training groups. These effects were preserved six weeks later (group A). There was also a clear tendency of improvement in spelling after training for both groups, although the effect did not reach significance. These findings highlight the fact that an implicit statistical learning training in a playful way by motivating computer programs can not only promote reading development, but also attention in children with intellectual disabilities.
Resumo:
A recent stream of organizational research has used the term serious play to describe situations in which people engage in playful behaviors deliberately with the intention to achieve serious, work-related objectives. In this article, the authors reflect on the ambiguity of this term, and reframe serious play as a practice characterized by the paradox of intentionality (when actors engage deliberately in a fun, intrinsically motivating activity as a means to achieve a serious, extrinsically motivated work objective). This reframing not only extends the explanatory power of the concept of serious play but also helps bridge the concerns of scholars and practitioners: first, by enabling us to understand a variety of activities in organizations as serious play, which can help practitioners address specific organizational challenges; second, by recognizing the potential for emergent serious play, and the creation of the conditions to foster this emergence; third, by pointing toward specific, individual or group-level outcomes associated with the practice; and finally, by uncovering its ethical dimensions and encouraging the understanding of the role of serious play on ethical decision making.
Resumo:
La resistencia de algunos niños a la atención odontológica constituye un problema para los profesionales, el niño y sus padres. Una forma de prevenirla es preparar al niño con anticipación utilizando el juego como espacio transicional para la aceptación de los procedimientos de curación. La experiencia nos ha demostrado su eficacia en la construcción de representaciones en la mente del niño del diagnóstico y del tratamiento. Al anticipar la experiencia a través del juego disminuye su temor. La metodología implementada es la técnica de juego en grupos pequeños de pares. Los niños comprenden la situación odontológica a través de dramatizaciones, dibujos y juegos con instrumental y juguetes En un clima Iúdico, aprenden el uso del instrumental odontológico, se familiariza con el mobiliario y aparatología del consultorio y posteriormente se evalúa la disposición para recibir atención odontológica.
Resumo:
El presente trabajo propone explorar el modo cómo la literatura inglesa se apropia de la figura del héroe ático por antonomasia, Teseo, prefiriendo a las historias relacionadas con la aventura aquellas que lo muestran como figura garante del orden y de la sabiduría. Proponemos rastrear el modo cómo el héroe es presentado en el "Cuento del caballero" de los Canterbury Tales, representando no sólo el discurso patriarcal sino y, al mismo tiempo, quien desata las contiendas y quien las re-ordena. En este sentido, la figura del cuento- épico en el sentido bajtiniano del término- testimonia el discurso del orden, donde el varón es el eje vertebrador de la sociedad civil y familiar. Shakespeare, que había tomado contacto con las fuentes clásicas y medievales-tanto italianas como inglesas- incorpora en su Sueño de una noche de verano a un nuevo Teseo, que no sólo discurre acerca de la imaginación sino que también retoma la idea de orden a partir de la proclama de que es necesario someter las trampas de la imaginación a la prueba de la "fría razón". A partir de estos dos ejemplos, trataremos de reflexionar el modo cómo la literatura inglesa se apropió de estos mitos clásicos
Resumo:
El trabajo hace una propuesta didáctica destinada a la etapa de Educación Infantil, en la que se toma como base el género artístico del retrato. El estudio destaca la gran importancia que tiene la educación artística, en sus dos ámbitos -el crítico y el creativo- en la educación de los más pequeños, así como la gran utilidad del género del retrato, que se adapta perfectamente al objetivo de una enseñanza integral en la que los alumnos aprendan desde un punto de vista lúdico y creativo
Resumo:
La crítica tradicional trató asiduamente las diferencias entre las dramaturgias plautinas y terenciana. En este artículo se intenta escudriñar esas canónicas divergencias a partir de la categorización 'teatralidades psicofísica y cognitiva', para lo cual se postula pensar el texto dramático terenciano en términos retóricos, desde los que éste podría formularse como una máquina discursiva tendiente al convencimiento y a la persuasión de una idea (el diseño de un público capaz de realizar una actividad cognitiva predominante), mientras el de Plauto se presenta apelando a la conmoción al focalizar aspectos lúdicos asociados más a la percepción primaria del hecho espectacular
Resumo:
El trabajo hace una propuesta didáctica destinada a la etapa de Educación Infantil, en la que se toma como base el género artístico del retrato. El estudio destaca la gran importancia que tiene la educación artística, en sus dos ámbitos -el crítico y el creativo- en la educación de los más pequeños, así como la gran utilidad del género del retrato, que se adapta perfectamente al objetivo de una enseñanza integral en la que los alumnos aprendan desde un punto de vista lúdico y creativo
Resumo:
La crítica tradicional trató asiduamente las diferencias entre las dramaturgias plautinas y terenciana. En este artículo se intenta escudriñar esas canónicas divergencias a partir de la categorización 'teatralidades psicofísica y cognitiva', para lo cual se postula pensar el texto dramático terenciano en términos retóricos, desde los que éste podría formularse como una máquina discursiva tendiente al convencimiento y a la persuasión de una idea (el diseño de un público capaz de realizar una actividad cognitiva predominante), mientras el de Plauto se presenta apelando a la conmoción al focalizar aspectos lúdicos asociados más a la percepción primaria del hecho espectacular
Resumo:
El presente trabajo propone explorar el modo cómo la literatura inglesa se apropia de la figura del héroe ático por antonomasia, Teseo, prefiriendo a las historias relacionadas con la aventura aquellas que lo muestran como figura garante del orden y de la sabiduría. Proponemos rastrear el modo cómo el héroe es presentado en el "Cuento del caballero" de los Canterbury Tales, representando no sólo el discurso patriarcal sino y, al mismo tiempo, quien desata las contiendas y quien las re-ordena. En este sentido, la figura del cuento- épico en el sentido bajtiniano del término- testimonia el discurso del orden, donde el varón es el eje vertebrador de la sociedad civil y familiar. Shakespeare, que había tomado contacto con las fuentes clásicas y medievales-tanto italianas como inglesas- incorpora en su Sueño de una noche de verano a un nuevo Teseo, que no sólo discurre acerca de la imaginación sino que también retoma la idea de orden a partir de la proclama de que es necesario someter las trampas de la imaginación a la prueba de la "fría razón". A partir de estos dos ejemplos, trataremos de reflexionar el modo cómo la literatura inglesa se apropió de estos mitos clásicos