882 resultados para Jogos educacionais
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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 children’s 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 children’s development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Design’s 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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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Apresentamos neste trabalho experiências obtidas na aplicação de um dos jogos desenvolvidos como parte do projeto de Extensão “Ensinado Matemática através de Jogos, Modelos Geométricos e Informática”, o qual tem como objetivo desenvolver entre os alunos do ensino fundamental e médio o estímulo pelo interesse em Matemática e o aprimoramento de seus conhecimentos nesta área, o que é propiciado através do contato com problemas desafiantes e da interação com outros colegas e docentes, despertando o gosto e interesse pela investigação matemática, através dos jogos, modelos geométricos e softwares. O “Ensinando Matemática através de jogos, modelos geométricos e informática” conta com a colaboração de 3 docentes do departamento de Matemática da UNESP-Bauru e envolve a cidade de Bauru com várias escolas públicas de ensino médio, participando as três séries deste nível. Um dos objetivos dos departamentos de Matemática das universidades brasileiras é estimular o interesse dos graduandos ingressantes pelo raciocínio lógico. Outro ângulo é buscar meios de incentivo para alunos e professores, na tentativa de colaborar para a melhoria do quadro brasileiro que se coloca. Com este projeto estamos estimulando o gosto pela Matemática, propiciando uma maior interação professor / aluno, e promovendo uma aproximação comunidade / universidade, fazendo com que o aluno tenha uma nova visão da Matemática através dos jogos. Assim, de forma lúdica, estamos fazendo com que este aluno pense nos conceitos aprendidos na sala de aula, questione a lógica usada para fazer o pensamento, fazendo com que este estudante crie conexões entre as várias áreas da matemática. Dentre os jogos aplicados, o “fecha a caixa” tem nos proporcionado atingir este objetivo, como apresentamos no decorrer do nosso texto.
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This paper presents some results from a study of undergraduate students from different regions of the State of São Paulo that sought to better understand the relationships between society and perceptions and attitudes towards technological development. Noting that the media, academia and official documents regulating education understand and present the technology in a distinct and often contradictory ways, this paper seeks to review existing literature on the different ways to conceptualize this term, and thereafter, to develop a Likert' scale for mapping the concepts of students. Using the confirmatory analysis of structural equation modeling, this research concludes that the sample studied shows a classical view, but outdated, what means technology, by linking it to science and technology without distinction or critical viewpoints.
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A utilização da Web como plataforma para a educação a distância (e-learning), tem sido uma das grandes alternativas para a educação em sala de aula tradicional. Embora esses sistemas sejam amplamente utilizados, existem limitações quanto à dificuldade de busca, integração e reuso dos materiais existentes. Neste contexto, neste trabalho é apresentada uma arquitetura multiagente para o desenvolvimento de sistemas Web semânticos para a gestão de conteúdos educacionais – SWSGC, onde de acordo com os requisitos do usuário são propostos os conteúdos educacionais (OAs) do curso. Tais conteúdos são recuperados de repositórios heterogêneos de OAs, anotados mediante padrões de metadados educacionais e ontologias de domínio. Esta arquitetura proposta visa automatizar atividades relacionadas à gestão de OAs tais como: a autoria de OAs, a autoria de curso, e a busca e a anotação semântica de OAs.
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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.
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Pós-graduação em Letras - FCLAR
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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The autism is a severe mental illness that involves psychological, social, educational and neurobiological aspects. The Education plays an important role in recovering, preserving and increasing the cognitive task of people with autism. There are several ways to observe a person with autism. Through the studying of cases, it is also possible to address issues of everyday life of the person with the illness, its cognitive issues and its obstacles of psychosocial involvement, as well as psychological aspects such as illness acknowledgement. Through specialized literature, it is possible to identify characteristics referring to the learning process and neurobiological components involved in the condition, such as brain activity disorder and genetic factors. The objectives of this paper are: from the analysis of two books: Unique World: comprehend the Autism (SILVA, A. B. B; GAIATO, M.B; REVELES, L.T) and The cats never lie about love (DILLON, J.), it is intended to describe cognitive and psychosocial aspects of the autism. Based on the specialized literature, the goal is to identify cognitive and neurobiological components in the illness. The methods that were used: analysis of the books Unique World: comprehend the Autism and The cats never lie about love to describe psychosocial and educational aspects of the autism; analysis of the specialized literature to identify clinical and neurobiological components of the illness, such as changes in brain activity, genetic factors or clinical evolution; and also details of the Education role in preserving the person with autism and his cognitive and emotional development. The study had the documentary research as reference for the methodological design, including book analysis and research in specialized literature. It is intended to deepen discussions about the Education roles related to the cognitive and neurobiological aspects of the autism
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Aprendizagem na contemporaneidade: jogos digitais no novo cenário em que caminha o ensino de química
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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
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Comunicação - FAAC