744 resultados para colaborativa


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This article chiefly aims at discussing issues concerning reflective teacher education for and in virtual environments for language learning. Given the need for research on reflective practice in new virtual environments, we present the experience of pedagogical supervision through mediation in the virtual context for collaborative learning in teletandem. Some research results in this context, such as in Salomão (2008), Kfouri-Kaneoya (2008), Cândido (2010) and Silva (2010), show how favorable and conducive to the development of reflective pre-service teacher education it seems to be, as it emphasizes the co-construction of knowledge in a dynamic relationship between theory and practice.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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This article presents some of the results of a qualitative research project about the influences of the pedagogic strategies used by a mediator (graduate student in applied linguistics) in the supervision process of a Teletandem partner (undergraduate student in languages) on her pedagogical practice. It was done within the project Teletandem Brazil: foreign language for all. Based on the reflective teaching paradigm and collaborative language learning, with special emphasis on tandem learning, we analyzed the contributions of the collaborative relationship established between the graduate student and the student-teacher in her first teaching experience. The results bring about implications for the field of language teacher education in a perspective of education within practice, evidencing the experience of collaborative learning in teletandem as an opportunity for reflective teacher education of pre-service teachers.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Sports team, specifically soccer and handball, has traditionally composing the physical education school contents as a curriculum component. There are several criticisms to extend this approach beyond the sportive discourse. While we recognize this need for expansion, we believe that the methodological endeavors to teach these sports content are still very poor, requiring, therefore, studies that guide us in changing not only contents but also the way of teaching it, which implies new e teaching, pupils and teaching relationship perspective. In this sense, the objective of this study was to identify and analyze, from a sports team tactics teaching approaches of invasion, the demonstrations by students, the phases of handball and soccer games, as well as the elements/dynamic structural, functional and operational in the same school environment. Given this objective, qualitative research, specifically, collaborative action research, best meets investigation is this scenario, since classroom teacher and students also participated in the content construction and strategies undertaken during the intervention. The study enrolled 28 students in the fifth grade, aging 10 to 11 years, in a Bauru/SP public school, physical education teacher and the researcher. Were planned and taught together, 14 classes over a semester with the handball and futsal content, guided for teaching tactics approaches. The data collections were made through systematic lessons observation (through filming and recording diary), interviews with students and descriptive reports made by the classroom teacher and researcher. The results indicate that there was an improvement in the phases of soccer and handball game, even though only the latter has changed its category phase to decentralized anarchic phase. Several students showed in the situational interviews, a more elaborate game understanding than the one identified in the game demonstration. In the analysis of relationship levels..

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A tecnologia assistiva favorece a participação do aluno com paralisia cerebral nas diferentes atividades do contexto escolar, pois possibilita que a criança atue de modo construtivo no seu processo de ensino e aprendizagem. O objetivo deste estudo foi operacionalizar as etapas de confecção de recursos da tecnologia assistiva para crianças com paralisia cerebral no contexto da Educação Infantil. Para contemplar este objetivo geral foram estabelecidos os seguintes objetivos específi cos: caracterizar os alunos que participaram do estudo, os seus professores e o contexto escolar que estavam inseridos. O estudo foi realizado em escolas municipais de Educação Infantil, sendo que seus participantes foram dois alunos com paralisia cerebral e seus respectivos professores. A coleta de dados ocorreu por meio da atuação colaborativa entre o terapeuta ocupacional e o professor e foi dividida em cinco etapas: entender a situação, gerar ideias, escolher as alternativas viáveis, representar a ideia e construir o recurso de tecnologia assistiva. Os procedimentos foram registrados por meio de fi lmagem, diário contínuo, gravação das entrevistas e protocolo de registro, após a organização do material coletado foi realizada a triangulação dos dados e em sequência a análise de seu conteúdo. Foi possível concluir que para a prescrição e confecção do recurso de tecnologia assistiva é necessário à implementação de um programa de intervenção por meio da atuação do terapeuta ocupacional e do professor durante as atividades na sala de aula em que o aluno esta inserido.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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This paper proposes a model of educative content structuring for interactive digital television programs. Its intent was to provide references for collaborative production processes and content organization in learning networks associated with university and educative television broadcasting services. The model defines terms, actors, events, environments, as well as content categories, classes and attributes, indicating criteria for their synchronic or asynchronic association in a dynamic television schedule. The model is presented in both descriptive and visual formats, with the use of conceptual maps. The results indicate that interactive use of digital television in education requires systematic content models covering communitarian participation in both media production and distribution processes, in order to enhance learning instruments beyond vertical, hierarchical and centralized communication sustained by traditional broadcast channels.

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For constituting itself a science, Psychology has coursed along way. From the time he was considered a Philosophy’s discipline until to be recognized as a legitimate science, Psychology had to devoteto the definition of its object of study, the development and refinement of theoretical-methodological frameworks and, in particular, to consolidation process of their research strategies and knowledge construction. Therefore, in order to regard the demands of the classical scientific paradigm, which is very influenced by Positivism, Psychology made use, initially, of quantitative methodology and laboratory research. This article presents some of the process of identity construction of Psychology as a science, focusing on its transition path between the quantitativist paradigm of scientific knowledge production to the qualitativist paradigm, until that is more commonly practiced nowadays: the collaborative use of these methodological strategies. For presenting the qualitative researching Psychology, we discussed, beyond its proposal and differentiation elements in relation to quantitative research, the different methods used for this mode and, in particular, the interview - which is considered the main way of data collection in surveys conducted by psychologists and, therefore, it is an important element the process of knowledge building that science, in addition to being the most qualified space for dialogue between there searcher and the research subject.

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This article purposes the ARBot, a system that has as main objective the presentation of concepts of logic for students of elementary and secondary education. The system was developed using the technology known as Augmented Reality (AR), which allows complement the actual environment where the user is, by adding virtual objects. In this scenario the RA created from a virtual game interface is used, through which cognitive challenges are presented. To solve these challenges, users must set up three-dimensional virtual characters using visual language. As a result it follows that, in a playful way, concepts of algorithms and programming are assimilated by users. In addition, the system enables two users to interact in a cooperative game mode. In cooperative mode, the system focuses on collaborative learning, since it allows users to jointly solve the cognitive challenge presented by the system.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Pós-graduação em Educação - FCT