997 resultados para Jogos de computador


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This paper presents the results of a study aimed at identifying and analyzing the theoretical and methodological principles that guide the practice of teachers in the early years of computer use in the teaching and learning. Specific objectives we seek to identify and analyze the social representations of teachers on the use of computers in teaching and learning. The research took a qualitative approach with a descriptive-explanatory and owned two phases of data collection: a) a questionnaire b) monitoring the daily practice of teachers in a selected school and semi-structured interview. The analysis of data was done through content analysis. Through the interrelationship of the data in the questionnaire, observation and interview, we found that the teachers surveyed have an address that does not match the teaching practice in the use of computers in the educational process. The theoretical expressed by teachers participating in the research meets constructivist beliefs and / or sociointeractionists but teaching practice thins primarily to behavioral assumptions. Observe social issues of representation when the speeches of the participating teachers did not correspond to their practices. Associated with this or as a cause of these conditions have failure, inadequacy or absence of teacher training for the use of computers in the educational process leading to under-utilization of this resource.

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The aim of this work is presenting the development and the results of a research, which focus of interest has been the making of softwares that could help the process of teaching and learning of the hindu-arabic numerals system, on children in the alphabetical stage. Since the most important presupposes to this work are the development of the number concept according to Jean Piaget (1986-1980) and the reality of the classroom, then three different moments have been fixed: the creation of a beginning scheme of computer activities; the aplication of these activities on children in the alphabetical stage; and, finally, an analysis of the limits and possibilities of these activities while an environment cause of actions that would benefit the process of teaching and learning of the mentioned content. Finally, based on the anlysis of the results obtained, the next step was fixing a more consistant set of computer activities, which makes up a proposal to the use of computer in the process of teaching and learning of the first hindu-arabic numbers

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The (usually rotten) fruit theme or motif is recurring in Ferreira Gullars poetic work (from A luta corporal, 1954, to Em alguma parte alguma, 2010). It can be said that the semantic-metaphoric field comprises metapoetic to political and social issues expressive aspects in the authors trajectory. Thus, starting from the fruit topic which is characteristic of the bucolic-pastoral poetic tradition and tracing its presence in Brazil, this paper aims, by analysing some of Gullars poems, to reflect on the peculiar way the problem is subverted in his lyric.

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This article aims to discuss the use of business games for educational purposes taking into account evidence about the difficulty in managing financial resources. The use of business games is justified because the young generation tha are coming to the education system have grown up using business games, allowing a more motivating learning environment and stimulating investment and on how the concept to provide learning. Instead of pushing content well defined and wel-formatted for the student, promotes the use of games promote at the same time, a chalenge whose solution entails learning effort. Thus, the use of games affect educators, students and aducational institutions, requiring them new attitudes and patterns of thought about schooling. The elaboration of this article was based on experiences gained with the development and use of games for educational purposes, specifically the game "Mercado Virtual". Several articles have been published on research with indergraduates and postgraduate courses in business administration and engineering field. They have shown that the evaluation of the player, based on their decisions during the game, to detect specific aspects of learning. This exploratory research is based on data obteained in various experiments with the game Mercado Virtual.

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The use of computers in childhood education makes it possible for them to acquire knowledge in a fun way through games. This paper describes the experience of implementing the course Computers for Children, which is part of a University Extension Program at the School of Dentistry at UNESP - Araraquara. This course is offered to children aged 5-7 years old and it aims, not only, to offer children, via computer, a direct contact with new teaching technologies, but also, to help them develop both their motor and logical thinking abilities through educational games. The children that participated in this course are from the Childrens Center Casinha de Abelha at the UNESP -Araraquara and also from the Municipal Recreation and Educational Centers also in Araraquara, SP, Brazil. The software resources used in this course to teach computer skills are the educational games Coelho Sabido Maternal, A Estrela Cintilante and Festa dos Dentinhos. The childrens learning and the level of difficulty in using the computer as a tool were evaluated. It was possible to conclude that the course has been contributing to the digital inclusion of children aged 5-7 years old, in addition to training their visual and audio perception, their motor coordination and memorization, hence developing skills that are essential to the childrens literacy process.

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Conselho Nacional de Desenvolvimento Cientfico e Tecnolgico (CNPq)

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Written language is a form of communication between humans and, as is not acquired naturally, needs educational interventions systematized to be learned. However, the teaching of writing is still mechanically imposed on the student, and could make use of other features such as games and plays. As a result, this research we analyze the writing development of phases, the psychic functions present in its development and the construction of a paradigm games and games that can be used as auxiliary tools in the teaching of writing. We describe the operation of each and identify how they can be used in the classroom. The survey was conducted through a qualitative approach of empirical type. The data concluded that these instruments are not used in class and often writing has no social relevance for the child. We also conclude that some usage scenarios of play occurred among children, are not used for didactic purposes as an example of sign-symbol relationship by teachers to teach writing

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Na ltima dcada, nos governos Lula (2002 - 2010) e Dilma ( 2011 - 2012), os jogos eletrnicos passaram a figurar nas polticas pblicas governamentais, com o ganho de destaque da indstria a partir do seu crescimento nos ltimos anos e por meio de iniciativas promovidas por instituies como a ABRAGAMES (Associao Brasileira das Desenvolvedoras de Games) e a ACI Games (Associao Comercial, Industrial e Cultural de Games). Concebendo a indstria de games como uma indstria criativa, esta monografia busca descrever o mercado nacional de jogos eletrnicos e assim expor seus dispositivos de fomento e desenvolvimento, evidenciando as polticas pblicas governamentais para a rea e incluindo uma exposio de como os games se inserem ou podem se inserir em polticas de incentivo do governo federal como a Lei Rouanet, Lei da Informtica 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 childrens 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 childrens development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Designs 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 use of technologies called computedassisted, such as CAD - (Computed Aided Design), CAM - (Computed Aided Manufacturing) and CNC - (Computed Numerical Control), increasingly demanded by the market, are needed in the teaching of subjects technical drawing and design courses for engineering and design. However its use findl barriers in the more conservative wing of the academy, who advocate the use of traditional drawing, for the settling of the concepts and the development of spatial reasoning. This study aimed to show the results obtained with the design and production of an apparatus for measuring a three-dimensional computer-aided milling machine, interaction, integration and consolidation of concepts, fully demonstrating that the learning of computer-assisted technology is possible, and its use is most appropriate, meaningful and productive, than the use of instruments in the classic design.

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The present article aims to discuss a process of continuing education which was focused on Science teaching and computer use considering the school as the locus of training. This process was intended for teachers who taught in the first years of Primary School. The research was developed with a qualitative approach, focusing on participant observation. It was aimed to characterize the educational practices, considering the elaboration of scientific knowledge, the development of experimental activities and the educational possibilities of the Information and Communication Technologies. The results reveal the involvement of the group in an attitude of research and reflection, and the utilization of collective spaces for constant discussion regarding the issues of classroom and teaching action.