850 resultados para Ambiente virtual de aprendizagem
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O ambiente virtual está cada vez mais presente na vida do ser humano e, por este motivo, não se pode negligenciar a perspectiva de que os jogos eletrônicos possam ser encampados no contexto das aulas de Educação Física, com as devidas adaptações, proporcionando novas práticas, as quais sejam atraentes, no sentido de ampliar as perspectivas de adesão ao movimento e minimizar as condições do sedentarismo. Desta forma, este trabalho, de natureza qualitativa, teve como objetivo propor a adaptação de alguns jogos eletrônicos, os quais puderam ser aplicados corporalmente, como novas possibilidades de atividades a serem vivenciadas em aulas de Educação Física, bem como, investigar os níveis de estado de ânimo e de satisfação dos alunos frente às aulas que utilizaram esses jogos eletrônicos adaptados. O estudo foi desenvolvido por intermédio da união de pesquisas bibliográfica e exploratória. Para tanto, fizeram parte deste estudo uma amostra intencional, composta por 60 alunos, de ambos os sexos, compreendendo a faixa etária de 10 a 15 anos, pertencentes a uma escola da rede oficial de ensino da cidade de Rio Claro/SP, selecionada por conveniência, a qual participou de uma aula, ministrada pela pesquisadora, composta por três jogos eletrônicos adaptados. Para se verificar o estado de ânimo dos alunos, foi aplicada a Lista de Estados de Ânimo Reduzida e Ilustrada (LEA-RI), desenvolvida por Volp (2000), antes e após as aulas. Foi aplicado, ainda, um questionário contendo perguntas abertas, com o intuito de se verificar o nível de satisfação dos alunos em relação aos jogos eletrônicos adaptados. Os dados foram analisados por meio da Técnica de Análise de Conteúdo Temático. Os resultados apontaram que os jogos eletrônicos, vinculados à aula de Educação Física, influenciam positivamente na motivação dos alunos... (Resumo completo, clicar acesso eletrônico abaixo)
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This article chiefly aims at discussing issues concerning reflective teacher education for and in virtual environments for language learning. Given the need for research on reflective practice in new virtual environments, we present the experience of pedagogical supervision through mediation in the virtual context for collaborative learning in teletandem. Some research results in this context, such as in Salomão (2008), Kfouri-Kaneoya (2008), Cândido (2010) and Silva (2010), show how favorable and conducive to the development of reflective pre-service teacher education it seems to be, as it emphasizes the co-construction of knowledge in a dynamic relationship between theory and practice.
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Este artículo tiene como objetivo observar cómo estudiantes brasileños de licenciatura, más específicamente, estudiantes de lengua española y portuguesa organizan y ponen en práctica la enseñanza del portugués, en el contexto del TELETANDEM. La intención es comprender (a) cómo son planifi cados los contenidos de la enseñanza de Lengua Portuguesa y (b) ¿Cuál es el impacto de esta práctica a la formación de profesores de portugués y español. Lo principios metodológicos que orientan esta pesquisa están anclados en el marco de la investigación cualitativa, en su vertiente narrativa, basado en los estudios de J. Clandinin y Michael Connelly (1996 ). Los datos obtenidos hasta ahora nos muestran que, debido a la proximidad de las lenguas, este contexto de aprendizaje virtual requiere la presencia de un mediador que señala a los aprendices aspectos que deben ser considerados.
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Este trabajo es parte de una investigación todavía en curso y objetiva observar cómo alumnos brasileños de la carrera de Letras - portugués y español - organizan y ponen en práctica la enseñanza del portugués a parejas hispanohablantes, en el contexto Teletandem. Buscamos comprender cómo/si son planificados los contenidos de LP que enseñan y el impacto de las prácticas de Teletandem a la formación de esos profesores de idiomas. Esta investigación es basada en la metodología cualitativa crítica, más específicamente en la visión de Carspecken. Los datos obtenidos hasta ahora muestran que, debido a la proximidad de las lenguas, este contexto de aprendizaje virtual requiere la presencia de un mediador que les señale a los aprendices aspectos lingüísticos y culturales que deben ser considerados.
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Pós-graduação em Enfermagem - FMB
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Recognizing the importance of developing the information and media literacy in contemporary society, this article discusses the scenario of hybrid languages born on cyberspace, hypertext and the new types of readers who interact with information, now disseminated by digital media. As theoretical references authors such as Lucia Santaella, we develop arguments that present the headquarters of language and thought within a semiotic support. Matrices help to understand the phenomenon of hybrid language in hypertext. Therefore, we emphasize that the development of skills associated with the new reading environments propitiated by the virtual environment requires the understanding of language, which is one of the concepts used within the media and information literacy (MIL) proposal of Unesco, which combines the two concepts and skills of information and media literacy. It is hoped that this article motivate scholars and practitioners of education and information to take responsibility to educate for information environments that arise with new media and technologies, emphasizing the issue of reading and language.
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The rapid development of Information and Communication Technologies - TIC, coupled with the advancement of the global Internet computer network have framed new concepts and definitions such as virtual reality, immersive environments, webmuseums, digital museums, electronic art, cyber art, among other terminologies that are becoming more and more common and are present in everyday Web users. To better understand the terminologies used to describe museum in the virtual environment, we present a summarized table of terms such as webmuseum, virtual museum, digital museum and their derivatives in order to define the elements that differentiate or resemble them. We used the bibliographic descriptive method for identifying the concepts presented by some expert authors in the field. In conclusion, we recommend the use of the term webmuseum for museums in cyberspace as the most appropriate and we define the concept, comprehending its meaning and characteristics.
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Pós-graduação em Educação Matemática - IGCE
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Due to the popularity and need to learn sign language, there are tools that help in this type of communication. In Brazil, for example, the government offers professional Sign Language to assist communities, however, if think the hypothesis that people live in places difficult access, there is a difficult in movement of professionals to such places, besides bringing government overspending. Thus, a tool that simulates the movements of professional, fully exploiting the technological resources (cost-benefit) to enrich and provide a tool for communities, it becomes possible order to fill this gap. The system provides resources for editing movements, and these, later, are retrieved by tool for the visualization and representation of signals in a Virtual Environment. The resources used, provide two unconventional devices for tracking body, the Wiimote controllers and P5 glove.
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The present study aims to demonstrate the evaluation of the accomplishment results of a practical curricular adaptation activity to facilitate the academic progress of students with special educational needs. This activity is a requirement to mandatory subject of a refinement course called "Special and Inclusive Education Practices in mental deficiency issues". The course was accomplished in a virtual environment through TelEduc platform. On this text the evaluation of a 30-studentsample will be presented. The survey results highlight that curricular adaptation is a viable didactic-methodological strategy for intellectual deficient students to access the normal curriculum.
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Performance of cyclical and discrete movements executed in Fitts’ task simulated by computer Abstract This study compared the performance of cyclical and discrete movements in Fitts’ task simulated by a computer. Twenty male adults, between 25 and 30 years old, participated as volunteers in the study. The software Discrete Aiming Task (v.2.0) simulated the Fitts’ task, in the discrete and cyclical conditions, and provided the movement time (TM). It was manipulated 4 target widths and 3 distances between the targets to provide index of difficulties (ID) from 1 to 6 bits. The ANOVA TWO WAY, 3 (Conditions) x 6 (ID), with repeated measures in the last factor, compared the TM in the different conditions. Regression analysis verified the relationship between TM x ID. There were no significant differences between the conditions; the virtual environment and the mouse were used to explain such results. All movement conditions showed a straight relationship between TM x ID with R²>0.990. Therefore, Fitts’ law showed to be consistent, independently of the movement strategy performed.
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Pós-graduação em Linguística e Língua Portuguesa - FCLAR
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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)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)