990 resultados para Jogos educativos
Resumo:
We know that play is directly linked to the development and growth of the child. Thinking in this context, were created recreational spaces, more known as playrooms or toy libraries. This research seeks to understand the playful objects used in more visits with children, realized CPA, FC UNESP - Bauru. Therefore, it was necessary to identify the objects necessary to the demands of users of CPA, they were psychology trainees, fellows extension projects, graduate students, teachers and the subjects treated population served. Composed over 1000 objects, the collection must be appropriate to the needs of the CPA. The research in question is characterized as a case study, is related to our shares a scholarship project Playing in the Center for Applied Psychology - CPA, held in the collection playful and Toy CPA, FC UNESP - Bauru, used, in this case, as a field for this research. Watching the playful collection, daily, some questions have arisen about this space became in this study. The data collection period was from September 2011 to September 2012. As an instrument for data collection was mounted a notebook control in order to check the movement of the objects of the collection, also applied a questionnaire to teachers and trainees working in the CPA. At the end of the study we can say that the symbolic games and rules are the objects that are related to care provided in the CPA because of its capabilities to assist in various aspects of the development of children, with the most frequently used symbolic games with children aged 2 to 7 years and the games rules with children aged 7-12 years or more
Resumo:
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 Children’s 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 children’s 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 children’s literacy process.
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Resumo:
Childhood is a theme that has attracted many controversies and discussions, and winning approaches to the increasingly large over time: biological, psychological, educational, welfare and, more recently, sociological. It is known that the movement, play and game activities are important recurrent and integral development of children, and should be present prominently in early childhood institutions. Based on these assumptions is that this study aimed to analyze the didactic-pedagogical principles postulated by the law, official guidelines didactic teaching and literature, with regard to meeting the needs of children in early childhood education. Unveiling the expectations of the families responsible for children in relation to early childhood education, especially with regard to movement, and play games and compare to what extent these expectations turn away or close to the guidelines on teaching and pedagogical movement, games and postulated in official documents, legislation and literature. To this end, we carried out literature search, selection and analysis of texts relevant to the understanding of the theme. Fieldwork was conducted in a Municipal School of Early Childhood Education Full-time (Emei) of Bauru/SP, and involved the analysis of the Political-Pedagogical Project of the institution, semi-structured interviews with five teachers and five children in the family responsible for Garden II (ages 5 to 6 years). Data were analyzed using thematic content analysis of Bardin and triangulated by the confrontation of literature/legislation, the Pedagogical Political Project of the institution and the expectations of families/guardians. We also realize that the Pedagogical Political Project of EMEI is in routine activities with the children, movement, and play the game are covered and are worked. According to teachers interviewed they assist in learning other areas of work (Oral and Written Language, Nature and Society, etc.) learning of moral...
Resumo:
Este trabalho tem como objetivo descrever quais são as contribuições do Método Fônico para a alfabetização nas séries iniciais do ensino fundamental. Serão apresentadas e explicadas duas vertentes específicas do Método Fônico, o método criado por Fernando Capovilla, chamado de Método Fônico e o criado por Renata Savastano Jardini, denominado Método das Boquinhas. Também são apresentadas atividades que foram utilizadas em um projeto de extensão universitária e que tiveram como base esses métodos, como forma de ilustrar as possibilidades que ambos fornecem aos professores para trabalhar com crianças que apresentam defasagem em seu processo de alfabetização. O trabalho será realizado mediante pesquisa bibliográfica e documental. Considera-se esse tema, bem como suas possibilidades de uso em sala de aula, relevante no contexto educacional nacional
Resumo:
As the ludic taking the second place at school environment, on account of logical and rational activities and the excessive charge of a professional achievement of children by society and, also, the own family, the school doesn't become a pleasant ambient of frequenting. This study wants to understand, in a better way, the utilization of ludic activities as a pedagogic support into the learning and the development of the cognitive, emotional and creative potentiality of children in different education system (public and private) of Ibitinga-SP. It also investigates the docent attitude and practice during the ludic activities and its repercussion in the students' performances when introduced. The bibliographic researches present that the utilization of games, as a pedagogic resource, contributes to the learning process and to the human development of the students from the first cycle of the Elementary School. The School has to rescue the desire of learning, which is playing, the most natural way. The research's target audience are teachers from the Ciclo I of the elementary school and the focus is the utilization of the ludic into the different areas of teaching, considering the context that the schools are embedded. The reality observation, which enables a straight contact with the researcher and the study object, helped out with the issue comprehension. It was possible to identify that the utilization of ludic activities as a pedagogic strategy does not happen just because of knowledge absent, but also because of the submission to many goals imposed by the education system and/or by the didactic materials used, which don't have any worry to valorize the period of develop that the students are living, filtering out some characteristics from the phase that contributed to the learning. The responsibility to create a new signification to their social function is from the education system and the school that works with it. To the...
Resumo:
The educational games can act as a complementary tool in the teaching and learning as play an important role in the interaction of the student with knowledge, and encourage interrelationship between students and motivate them by the pursuit of knowledge. This research is intended to analyze the evidence of the students of distance education applied to semesters 2011.2 and 2012.2 for the purpose of to catalog the mistakes presented by the students, the contents of stereochemistry that attended the Chemistry of Life discipline. From the presented mistekes, develop an educational game, "walking the stereochemistry", addressing that content. The choice of stereochemistry content was due to the low number of found work in the literature, and for being one of organic chemistry content that generates learning difficulties, as it requires a mental visualization and manipulation of molecular structures, besides require observation and comparison ability by the students. The game was applied of Life Chemistry discipline of Nova Cruz Polo in semester 2013.2, with intention to verify the viability and applicability this tool for the development of motivation ability by the pursuit of knowledge by the students, as well as complement the didactical materials of the DE. Then, It was made available on the course page an opinion questionnaire to the participants of the game, as a way of to investigate the opinion their about the proposed strategy. To diagnose the contributions of the game on student learning, it was taken a comparative analysis of stereochemistry issues contained in didactic tests applied in 2013.2 semester students participating and not participating of the polo of Nova Cruz and was also compared with the tests applied at the poles of Extremoz, Currais Novos, Lajes and Caico. So the game can be considered an important resource to complement the teaching materials of distance education, because awoke the motivation for the search of knowledge and contributes to the learning of stereochemistry content.
Resumo:
O presente relatório foi elaborado no âmbito do Mestrado em Educação Pré-Escolar e Ensino do 1.º Ciclo do Ensino Básico, estando organizado em duas partes. Na primeira parte, a dimensão reflexiva, apresenta-se o percurso que realizei ao longo das práticas pedagógicas nos diferentes contextos por que passei, evidenciando as aprendizagens realizadas, as experiências mais significativas, as dificuldades e os desafios que surgiram. Na segunda parte, a dimensão investigativa, é apresentada a investigação realizada numa turma de 1.º ano de escolaridade, que incide na análise de estratégias de cálculo mental utilizadas pelos alunos num contexto de jogo associando a Matemática e a Expressão e Educação Físico-Motora. Este estudo apresenta um carácter qualitativo, uma vez que pretende descrever e analisar as estratégias de cálculo mental utilizadas pelos alunos na realização de jogos motores. Os dados recolhidos revelam que a estratégia mais utilizada foi a estratégia de saltos de x em x e que o facto de as tarefas terem sido implementadas através do jogo facilitou as aprendizagens e permitiu um maior envolvimento e motivação por parte dos alunos.
Resumo:
Atualmente é necessário preparar os alunos para que sejam cidadãos críticos, reflexivos e capazes de resolverem problemas. Para tal é necessário modificar algumas práticas que decorrem nas nossas salas de aulas. Nomeadamente o incentivo do questionamento por parte do aluno. Esta capacidade é imprescindível para a vida futura de cada estudante/cidadão que se forma. A presente investigação tem como principal objetivo averiguar a influência do jogo didático na promoção e desenvolvimento do questionamento nos alunos. Desenvolveu-se uma atividade didática para um dos conteúdos da Geologia do 11ºano, designadamente as rochas. Recorreu-se ao estudo de caso como método de investigação. Os participantes do estudo foram os alunos das turmas de uma escola do distrito de Aveiro, nas quais a professora-investigadora realizou a PES. Para a recolha de dados recorreu-se a inquéritos por questionário, observação e análise de documentos. A maioria dos estudantes considerou que o jogo melhorou a sua capacidade de questionar, apesar do jogo didático ter aspetos que podem ser melhorados.
Resumo:
O presente relatório propõe-se compreender de que forma é que o brincar pode educar para a diversidade linguística e cultural, no pré-escolar. Para tal, concebeu-se e colocou-se em prática um Projeto de Intervenção Pedagógica, constituído por diversas atividades e jogos, que um grupo de treze crianças entre os três e os seis anos experienciou. Cada uma das atividades pretendeu representar um continente diferente: Europa, América, África e Ásia, com o intuito das crianças conhecerem alguns aspetos culturais e jogos tradicionais praticados nesses continentes. Analisa-se a qualidade das situações de contacto com diferentes atividades que fazem experienciar o jogo aliado à diversidade linguística e cultural por parte das crianças, observando as videogravações das sessões, tendo como pontos de referência de qualidade a implicação e o bem-estar emocional das crianças, enquanto jogam e realizam cada uma das atividades propostas. Os resultados apontam para níveis elevados de envolvimento nas atividades por parte das crianças, o que evidencia uma relação positiva com diferentes línguas e culturas.
Resumo:
Acompanha: Gamificação como prática pedagógica docente no processo ensino e aprendizagem na temática da inclusão social
Resumo:
This article aims to reflect on language teaching in academic education in the Bachelor's Degree in Computer Science at the University of Mato Grosso (Unemat), Campus Colider held in the Practice of English Language Teaching. Search illustrate the approach of the educational reality with the use of technology through the English language, where their theoretical knowledge underlie actual practices in the construction of knowledge necessary for teacher education. The methodological procedures contemplated primarily a literature search, following the presentation of teaching experience of teaching English Language in Higher Education and its reflections that comprised a search field. The practices were entered into the Continuing Extension Project of Graduates and Graduates of the Computer Science Department of the University Campus Valley of Teles Pires (Colider), located in the northern region of Mato Grosso. The interdisciplinary approach encompassing the Practice Teaching and Extension Project was to develop activities that involve observation and reflection of the school reality, aiming at the performance in context, in this case the integration of educational games in the discipline of English Instrumental. The enrolled data indicated that the theoretical and practical knowledge, in view of literacies, new literacies, multiliteracies and critical literacies, enhances the quality of education. Finally, it is possible to signal that this practice, as a curriculum component of a degree course, offered analytical reflections on the educational space, using games as a tool for meaningful learning. This highlights the importance of the relationship between theory and practice in teacher training. Thus, Teaching Practices were a space of transformative praxis that sought to promote autonomy and preparation of critical-reflective teachers who are committed to their professional development.
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Resumo:
Tendo em vista as inúmeras possibilidades de utilização dos recursos tecnológicos, como computadores, internet e jogos eletrônicos, em todos os contextos da vida humana, o campo de educação não pode ficar alheio às vantagens desses recuros. Entretanto, esta inserção de jogos eletrônicos como estratégias no contexto da educação, seja no âmbito formal, quanto no informal ainda precisa vencer algumas barreiras. Torna-se importante que os educadores busquem aliar esses dispositivos e jogos ao ensino, com o intuito de atender às demandas e expectativas crescentes sobre o uso cada vez mais constante desses recursos em todos os âmbitos da sociedade. Assim, este estudo teve por objetivo analisar o uso do jogo eletrônico não-didático e de entretenimento Zoo Tycoon® 2 para o ensino de Ciências e Biologia, observando-se a autenticidade dos conteúdos de Ciências e Biologia presentes no mesmo e, também, a forma como esse conteúdo é apresentado aos usuários. Para tanto, foi realizado um levantamento bibliográfico acerca do significado do ensino formal, não-formal e informal e a inserção do jogo Zoo Tycoon® 2 no contexto da aprendizagem, no que tange ao ensino de Ciências e Biologia. Os dados obtidos foram analisados com base na técnica de análise de conteúdo temático e classificados em três categorias, de acordo com o modo que aparecem no jogo, tal como interagem com o jogador. As categorias de classificação foram referentes aos conteúdos Meramente Ilustrativos (MI), Simplesmente Informativos (SI) e Educativos (E), estando cada uma relacionada, gradativamente, com o maior conteúdo de informações e a maior interação do jogador para com as informações, representando um acesso mais fácil e direto ao conteúdo. Os resultados apontam que este jogo transmite, efetivamente, conteúdos educativos, e também funciona como uma ferramenta despertadora e embasadora, isto é, ele estimula a busca por conhecimento e dá base...
Resumo:
The goal of our article is build – including universes to support empirical research in communication – an educational matrix for a different order of analysis, incorporating new possibilities available for the advancement of Information and Communication Technologies (ICTs). For this goal we use the game, as a source of playful learning and formation of being. Introducing the interaction from game plataform as middle convergent, where it is possible the diffusion and expansion of knowled in constant way that enables education and information exchanges oustide the status quo of schools, increasing the e effectiveness of knowledge fixing and interest to acquire it.