1000 resultados para Currículos Digitais
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Resumo:
From the second half of the twentieth century, with the proposal of working active listening, exploring sounds, the experience, the search for new forms of contemporary music notation, improvisation and experimental music composition, arise music educators Paynter Schafer and Koellreutter, known by the active method of second generation who contributed greatly to the development of creative processes in the classroom. Also arises, in the same period, the encounter between art and technology, expanding opportunities through digital media, open, participatory and interactive works such as Video art, Web art, Nanoarte and Locative Art, augmented, not only against the art with the public, through connections mediated by digital interfaces, providing new learning situations attractive for the development of creativity and artistic production as challenges in contemporary.
Resumo:
A quick setup of the digital environment that occurs in these first decades of the twentyfirst century has involved the use of electronic devices for consume content both at home, at work and on the go (ComScore, 2011). The emergence of this vast multiplatform digital landscape impels to know of individual and complementary use of these devices with ubiquitous nature or not. The widespread adoption of smartphones, tablets and other connected devices via internet makes users / consumers of these devices to feed a diet based on a constant flow of digital content across different platforms. The objective of this paper is to describe the role of television in the context of the Media Ecology which is established by the "digital omnivores" a new group of consumers whose name, according Canavilhas (2013, p.03), "is related with the platforms that consumers use to access the Internet, but also to the type of individual and multiplatform consumption they do.”
Resumo:
Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
Resumo:
Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Resumo:
Pós-graduação em Educação - FFC
Resumo:
Football is a sporting phenomenon that unites the collective to individual, because besides the needs of teamwork, it requires several physical individual abilities. The unpredictability of each match turns it into a fascinating and unique sport. Indeed, this is the most popular and admired sport in all over the world, covering a huge amount of fans and practitioners. Curriculum documents are a new and unprecedented fact in history of Physical Education, so it sought as study object investigate and analyze is being treated in many curriculums proposes of seven Brazilian States (Goiás, Maranhão, Pernambuco, Rio de Janeiro, Rio Grande do Sul, Sergipe e São Paulo) and the Distrito Federal. This study has a qualitative character, using documentary research, because it consists by analyze of curriculum documents. As results, stands out the difference between guiding principles in curriculums. However, all of them are based in a new perspective of Physical Education. With regard to the objectives, was evidenced a consensus among the documents examined, which target as Physical Education objective the formation of critical and autonomous individual, besides your insertion in body culture movements, body culture or movement culture. The results showed that all documents, except of Distrito Federal, mention football as content, only Pernambuco, Sergipe and São Paulo showed a further deepening in the theme. Thus, it is believed that it is essential for a better unfolding of football in Physical Education classes a understanding by the students about this sport, not just as a mere act of running after a ball, but as a social phenomenon broad and contextualized
Aprendizagem na contemporaneidade: jogos digitais no novo cenário em que caminha o ensino de química
Resumo:
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
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Pós-graduação em Agronomia (Energia na Agricultura) - FCA
Resumo:
Pós-graduação em Comunicação - FAAC
Resumo:
Pós-graduação em Comunicação - FAAC