68 resultados para Playfulness


Relevância:

10.00% 10.00%

Publicador:

Resumo:

Pós-graduação em Educação Sexual - FCLAR

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The anticipation of the beginning of Elementary School for six-year-old children, recently imposed by the Brazilian federal law, brought controversies and debates about the organization of the curriculum, routines, contents and activities, spaces and objects, conduct of behavior of teachers and parents, as well as about the policies of teachers’ training, amongst other issues. The present article, supported by advances of scientific production on children formal education, considers the changes in the concepts of children education and, consequently, in curricular practices. For this purpose, games and fun are taken as object of analysis and discussion, and the playfulness is proposed as a central curricular axle in the initial years of Elementary Education.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper seeks to understand the mediation of cultural products devoted to childhood in the children's play culture. This research focused on a dialogue between the TV cartoons, which are foods to playfulness and fantasy that characterize childhood cultures; the ethics, because the questioning of symbolic mediators (ideas, values, norms, rules) are essential to reflect on the society we want to live, and Physical Education as a curriculum component, shall contribute to the critical mediation of the body culture and the sports arising out from the media, which has close relation with the practical and moral problems that arise in the classroom. To analyze the narrative structures of cartoons we have adopted the comprehensive methodology of Joan Ferrés. Such method suggests a hermeneuticphenomenological approach, which allowed to access Paul Ricoeur’s hermeneutics; as one interpretative method, it allows the reflection on our values, and also the values presented by the audiovisual product, and possible changes. Successive readings indicate that the narrative structure of TV cartoons responds to a double moral standard, which are constructed from stereotyped models between good and evil, right and wrong, villain and hero, and propose universal role models of conduct. However, some cartoons, mostly based on animé productions, have broader visions of the human common living experiences. We concluded that the current symbolic production of childhood cultures proposes one challenge to the Physical Education teacher: the critical mediation of values related to the movement body culture. Along with the support of moral philosophy, it can target his/her practice for understanding the different manners of (re)creation of the ways, and the living in society.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The study addresses self-efficacy in learning acrobatic elements at Gymnastics for All and Brazilian Capoeira. The methodology consisted of descriptive-qualitative method of research. Questionnaires were applied to seven practitioners of modalities (04 capoeira fighters; 02 gymnastic athletes and 01 practitioner of both of them). The answer formed categories of analysis and it was found that sources of mastery and vicarious experiences plus verbal persuasion are relevant and influence the perception of performance. Fear of injury during practice and preparation of educational pre-sports activities to a better understanding of the task influence the choices and also were indicated. The coach needs to merge with playfulness and motivation, with appropriated levels of challenge to carry out the activities, thus optimizing satisfaction, participation and motivation of athletes.

Relevância:

10.00% 10.00%

Publicador:

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

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The play and playfulness as well as school subjects are ways that the teacher has in the classroom to mediate the relationship between knowledge and the students, providing an easier and more enjoyable learning. This paper aims to analyze how teachers in the early years of primary education, the areas of Physical Education, Education, Art and English, assesses the importance of playfulness at school, define concepts such as the playful, playing, their importance for the learning and social life. Field research through interviews with nine teachers was conducted, six Educationalists teachers, an art professor, an English and physical education teacher. The results indicated that most of these teachers mediates learning through playfulness that children have better learning when the pedagogical work occurs through play, and feel more motivated to attend school. Participants have the idea that playfulness is the play and the play and say the school should value the playful, and need support from the school staff and the community. In conclusion, the playful should be part of everyday school life and more than a teaching strategy, should be valued in the integral formation of the individual

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The play and playfulness as well as school subjects are ways that the teacher has in the classroom to mediate the relationship between knowledge and the students, providing an easier and more enjoyable learning. This paper aims to analyze how teachers in the early years of primary education, the areas of Physical Education, Education, Art and English, assesses the importance of playfulness at school, define concepts such as the playful, playing, their importance for the learning and social life. Field research through interviews with nine teachers was conducted, six Educationalists teachers, an art professor, an English and physical education teacher. The results indicated that most of these teachers mediates learning through playfulness that children have better learning when the pedagogical work occurs through play, and feel more motivated to attend school. Participants have the idea that playfulness is the play and the play and say the school should value the playful, and need support from the school staff and the community. In conclusion, the playful should be part of everyday school life and more than a teaching strategy, should be valued in the integral formation of the individual

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This research studies the use of digital games as a playful tool approach of knowledge in architecture heritage. We emphasize the potential of digital games as a tool and importance of digital drawing combined with programming language, the means by which the making of the games became possible. The models developed are based on the properties of historical and cultural interest in the city of São Carlos, Brasil.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

[ES] Concretamente, para el caso de las Matemáticas, encontramos numerosas aplicaciones orientadas al aprendizaje de operaciones básicas: suma, resta, multiplicación, división, pero ninguna que enseñe a los niños a aplicar dichas operaciones para la resolución de problemas.
 Y este es el fin de este Trabajo Fin de Grado; diseñar un prototipo de aplicación orientada a Tabletas, con tecnología Android, para la resolución de problemas matemáticos para alumnos de niños de 5º de primaria, con tres características fundamentales:
 1. La posibilidad de disponer de un espacio, en el cual los alumnos puedan realizar los cálculos necesarios para solucionar los problemas. 2. La posibilidad de incorporar un mecanismo, gracias al cual los usuarios puedan aportar nuevos problemas matemáticos, a modo de feedback con el usuario. 3. La combinación del aspecto lúdico con el académico. El principal objetivo de este Trabajo Fin de Grado es el de : desarrollar un prototipo orientado hacia dispositivos Tablet basados en Android, que permitan el aprendizaje sobre la materia de Matemáticas para un nivel de alumnos de 5º de primaria; y que cumpla con las características fundamentales anteriormente descritas.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Crowdsourcing linguistic phenomena with smartphone applications is relatively new. In linguistics, apps have predominantly been developed to create pronunciation dictionaries, to train acoustic models, and to archive endangered languages. This paper presents the first account of how apps can be used to collect data suitable for documenting language change: we created an app, Dialäkt Äpp (DÄ), which predicts users’ dialects. For 16 linguistic variables, users select a dialectal variant from a drop-down menu. DÄ then geographically locates the user’s dialect by suggesting a list of communes where dialect variants most similar to their choices are used. Underlying this prediction are 16 maps from the historical Linguistic Atlas of German-speaking Switzerland, which documents the linguistic situation around 1950. Where users disagree with the prediction, they can indicate what they consider to be their dialect’s location. With this information, the 16 variables can be assessed for language change. Thanks to the playfulness of its functionality, DÄ has reached many users; our linguistic analyses are based on data from nearly 60,000 speakers. Results reveal a relative stability for phonetic variables, while lexical and morphological variables seem more prone to change. Crowdsourcing large amounts of dialect data with smartphone apps has the potential to complement existing data collection techniques and to provide evidence that traditional methods cannot, with normal resources, hope to gather. Nonetheless, it is important to emphasize a range of methodological caveats, including sparse knowledge of users’ linguistic backgrounds (users only indicate age, sex) and users’ self-declaration of their dialect. These are discussed and evaluated in detail here. Findings remain intriguing nevertheless: as a means of quality control, we report that traditional dialectological methods have revealed trends similar to those found by the app. This underlines the validity of the crowdsourcing method. We are presently extending DÄ architecture to other languages.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

A presente dissertação de Mestrado teve como foco analisar a suposta ruptura da ludicidade nos primeiros anos do Ensino Fundamental. O objetivo é refletir sobre as atividades lúdicas como ferramenta pedagógica e sua colaboração para o aprendizado nesta fase escolar considerando a transição da criança da educação infantil para o ensino fundamental e suas particularidades distintas. A pesquisa de cunho qualitativo compreende um trabalho bibliográfico com base em renomados autores sobre a temática, documentos oficiais e entrevistas com professores atuantes nessas séries e especialista no tema. A análise dos dados coletados possibilitou considerações mais precisas sobre o uso da ludicidade como ferramenta pedagógica nos primeiros anos do ensino fundamental, além de trazer elementos para compreensão de sua importância nesse universo.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Includes bibliographical references and index.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The social history of a language or variety, and its emergence, consolidation and stabiliza tion, allow us to combine the formal data of the language (principally its sound structure, grammar and lexis) with the external conditions in which they have evolved. The advance of Australian English in terms of its differentiation (Kloss's abstand) and elaboration of roles (Kloss's ausbau) pose problems of chronology, periodization, description and expla nation. This paper extends the conventional scope of abstand and ausbau to the analysis of the social history of Australian English. It argues that two factors are central to the emerging identification of Australian English: creativity, in the sense of morphological innovation, especially here in diminutives like reffo ('refugee') and pollie ('politician'); and in ludicity, defined as a deep-rooted playfulness with language. While these character istics are only part of the overall dynamics of the social history of Australian English, the evidence is sufficiently extensive to warrant further investigation. An earlier version of this paper was given at the Mitchell Symposium at Macquarie University on 26 April 2002 under the title ‘E pluribus plures? Diversity and integrity in Australian English’. I am grateful to members of the Symposium, and to two anonymous reviewers, for valuable comments and criticism

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Comparisons were made of the paediatric content of professional entry-level occupational therapy university program curricula in Australia, New Zealand, and Canada using an ex post facto surveymethodology. The findings indicated that in Australia/New Zealand, paediatrics made up 20% of the total curriculum, but only 13% in Canada. Canadian reference materials were utilized less often in Canadian universities than in Australia/New Zealand. Theories taught most often in Australia/New Zealand were: Sensory Integration, Neurodevelopmental Therapy, Client-Centered Practice, Playfulness, and the Model of Human Occupation. In Canada, the most frequent theories were: Piaget’s Stages ofCognitive/Intellectual Development, Neurodevelopmental Therapy, Erikson’s Eight Stages of Psychosocial Development and Sensory Integration. The most frequently taught paediatric assessment tools in both regions were the Bruininks-Oseretsky Test of Motor Proficiency and Miller Assessment for Preschoolers. Paediatric interventionmethods taught to students in all three countries focused on activities of daily living/self-care, motor skills, perceptual and visual motor integration, and infant and child development. [Article copies available for a fee from The Haworth Document Delivery Service: 1-800-HAWORTH. E-mail address: Website: ©2006 by The Haworth Press, Inc. All rights reserved.]

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Considerando a relevância do tema nas discussões acerca da educação e novas tecnologias na sociedade contemporânea, a presente pesquisa de cunho exploratório, propõe compreender relação dos adultos e crianças com o computador e como ele media (ou não) está relação. Tomando os pais e a educadora como imigrantes e as crianças como nativos digitais do grupo do 1º no do EF I, de uma escola da rede particular de ensino, em São Bernardo do ampo. É uma pesquisa quantitativa na medida em que estuda frequência com que os dados aparecem entre o grupo de participantes e qualitativa uma vez que recorre a estratégias de coleta de dados tais como: roda de conversa com os educandos; questionário, e-mails e grupo de discussão com os pais (pai ou mãe); questionário, e-mails e entrevistas com a educadora. E como aporte teórico para as reflexões desta pesquisa autores como: BABIN & KOULOUMDJIAN (1989); CHAVES & SETZER (1980); HUIZINGA (2001); LÈVY (1993; 1996; 1999); KENSKY (2003; 2007); MORAN (1987; 2007); PAPERT (2008); VALENTE (2002); SANCHO (1998); QUEIROZ (1999), SÁ (2001) que contribuíram na medida em que possibilitaram uma conversa entre suas ideias, concepções e com as vozes dos participantes da pesquisa. Os resultados caminham para compreensão de que o computador para os educandos está atrelado à relação entre: infância, experiência, ludicidade como elementos para a construção do conhecimento; para os pais uma possibilidade ainda em adaptação, mas que requer orientação; e para a educadora a tecnologia parece ainda estar nos limites do campo da resistência, provalvelmente em decorrência da incongruência entre qualificação e políticas de trabalho docente. O trabalho deixa questões, esperando-se incentivar, com isso, novos estudos.