765 resultados para technology tools for teaching
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Resumo:
Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC
Resumo:
The aim of this study was to use proximate chemical composition, macro and trace elements, fatty acid profile and stable isotopes as traceability tools to assess geographic origin and seasonality of croaker (Micropogonicts fumieri). Croaker from Parnaiba contained higher ash in July and lower fat content than croaker from Santos. In contrast, croaker from Santos had statistically higher proportion of 16:1n-9+16:1n-7, 20:1n-11, 20:1n-9, MUFA and n-3/n-6 ratio than croaker from Parnaiba. Concerning seasonality, croaker caught in July had significantly higher amounts of 14:0, 15:0, 16:1n-9+16:1n-7 and saturated fatty acids than fish caught in December. Concerning elements, significant differences were also detected between seasons for Cl, Ca, Fe, Sr and S, whereas differences between geographic origins were only observed with K. delta C-13 and delta N-15 were statistically different between geographic origins, whereas differences between seasons were only detected in delta N-15 ratio of croaker from Santos. Fatty acids, minerals and stable isotope are effective methods to trace geographic origin and seasonality of croaker. Nonetheless, further investigation is still required with larger samples of croaker to enable the implementation of fatty acids, elements or stable isotope as authenticity tools by food control agencies. (C) 2014 Elsevier Ltd. All rights reserved.
Resumo:
Pós-graduação em Docência para a Educação Básica - FC
Resumo:
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.
Resumo:
Pós-graduação em Letras - FCLAR
A narrativa transmídia como proposta metodologia para a educação de ensino médio: um modelo aplicado
Resumo:
Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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:
Pós-graduação em Educação para a Ciência - FC
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Pós-graduação em Educação - FCT
Resumo:
Appreciation of objects` affordances and planning is a hallmark of human technology. Archeological evidence suggests that Pliocene hominins selected raw material for tool making [1, 2]. Stone pounding has been considered a precursor to tool making [3, 4], and tool use by living primates provides insight into the origins of material selection by human ancestors. No study has experimentally investigated selectivity of stone tools in wild animals, although chimpanzees appear to select stones according to properties of different nut species [5, 6]. We recently discovered that wild capuchins with terrestrial habits [7] use hammers to crack open nuts on anvils [8-10]. As for chimpanzees, examination of anvil sites suggests stone selectivity [11], but indirect evidence cannot prove it. Here, we demonstrate that capuchins, which last shared a common ancestor with humans 35 million years ago, faced with stones differing in functional features (friability and weight) choose, transport, and use the effective stone to crack nuts. Moreover, when weight cannot be judged by visual attributes, capuchins act to gain information to guide their selection. Thus, planning actions and intentional selection of tools is within the ken of monkeys and similar to the tool activities of hominins and apes.
Resumo:
This article presents some of the results of ethnoarchaeological research on ceramic technology I have conducted among the Asurini do Xingu, an Amazonian indigenous population inhabiting a village in the margins of the Xingu River, Para, Brazil. Based on collected data, presented throughout the article, I discuss the reasons behind the formal, quantitative, spatial and relational variability of the Asurini ceramic vessels. This work will demonstrate that these distinct dimensions of variability are related to the potters` technological choices during the vessels` production process, the ceramic teaching-learning structure, and the type, frequency, method and context of use of the same vessels. I try to make clear the different practical and symbolic aspects that may influence the production, use, reuse, storage and discard processes of the vessels. Furthermore, I compare the Asurini context with other ethnographic contexts and try to distinguish regularities that may serve as interpretative references to the study of archaeological ceramic assemblages.
Resumo:
Background: Advances in information technology have been widely used in teaching health care professionals. The use of multimedia resources may be important for clinical learning and we are not aware of previous reports using such technology in respiratory physical therapy education. Objectives: Our approach was to evaluate a conventional bronchial hygiene techniques (BHTs) course with an interactive online environment, including multimedia resources. Methods: Previous developed audiovisual support material comprised: physiology, physiopathology and BHTs, accessible to students through the Internet in conjunction with BHTs classes. Two groups of students were compared and both attended regular classes: the on-line group (n=8) received access to online resources, while the control group (n=8) received conventional written material. Student's performance was evaluated before and after the course. Results: A preliminary test (score 0 to 10) was applied before the beginning of the course, showing that the initial knowledge of both groups was comparable [online, 6.75 (SD=0.88) vs. control, 6.125 (SD=1.35); p>0.05]. Two weeks after the end of the course, a second test showed that the online group performed significantly better than the control group [respectively, 7.75 (SD=1.28) vs. 5.93 (SD=0.72); p>0.05]. Conclusions: The use of a multimedia online resource had a positive impact on student's learning in respiratory therapy field in which instrumental and manual resources are often used and can be explored using this technology.
Resumo:
This paper presents an IR and Raman experiment executed during the teaching of the course "Chemical Bonds" for undergraduated students of Science and Technology and Chemistry at the Federal University of ABC, in order to facilitate and encourage the teaching and learning of group theory. Some key aspects of this theory are also outlined. We believe that student learning was more significant with the introduction of this experiment, because there was an increase in the discussions level and in the performance during evaluations. This work also proposes a multidisciplinary approach to include the use of quantum chemistry tools.