948 resultados para I26 - Returns to Education


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This paper analyzes the dance, considered the oldest of the Arts, inserted in Art and Education. When you talk about dance as art, sought to articulate dance, body movement and music, because all these aspects are crucial when it comes to education in dance. Thus, this paper, by analyzing the meaning of dance over time, also made a parallel with the evolution of the concept of body that, throughout history, became the focus of sin, to currently be seen in optical freedom and autonomy, looking up from childhood, the formation of body awareness and embodiment, as a basis for identity and the formation of a positive self-image. In describing the evolution of dance, between different societies, it was shown that the tool is the dancer's own body and that for its use, it is necessary to look at its interior, human vitality, musicality and sensitivity. Proved that dance since the beginning, has been seen as a medium body, as well as desires and deepest sorrows of humanity, linked to religion, ritual or ceremonial, reaching today the freest expression of body, in modern dance. Given these considerations, based on theoretical frameworks, emphasized the importance of dance in middle school, focusing on their educational role and liberating, showing that it must be used as a tool for teaching and learning, and the development of children , given its interdisciplinary character, this Crosscutting Themes in elementary school and early childhood education curriculum benchmark. The paper concludes that, despite legislation and official documents require training for dance in the school curriculum, very little is done in this direction, which shows that there is still a choice of schools, the immobility of the pupils

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The common vampire bat Desmodus rotundus has as main food source blood of medium and large sizes mammals, but sporadically is observed feeding on birds, causing occasionally excessive bleeding and economic losses. Due to this D. rotundus is one of the most studied species of bats in the Americas. Once known that the lunar clarity might influence the nocturnal activities of the common vampire bats, the present study was carried out to know the behavior and schedules of emergencies and returns of bats to the shelter, its social behavior at the shelter´s entrance, especially of the dominant male, and the size and composition of the colony in different moon phases. The colony was composed by 105 individuals (65 females and 40 males) harboring in a hollow-tree of Farm Edgardia in Botucatu Municipality, State of São Paulo. Through the eight filming sessions, two for each moon phase, it was possible to observe that the distribution of emergences and returns to the shelter thought the night followed a specific pattern for each moon phase. The greatest number of emerging bats occurred in periods in which the moon was not born yet and the largest number of returns just before moon has been reached its maximum level in the sky. Therefore, the time period that bats are staying outside the shelter seems to be directly influenced by lunar light. This factor can influence the social activity of the colony and, in particular, the dominant male, who remains still on tree’s trunk, near the entrance of the shelter with greater frequency during periods of low moon light

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The market of digital games have grown in the last years, becoming popular between many ages, the number of smartphones and tablets users have also showed a recent increase, including the ones using Android as operational system. The main objective of a digital game is the ludic activity but also it can be used as a tool to education, learning and even simulation. This work proposes the development of a game for smartphones or tablet running on Android operational system, this game will simulate living beings in an environment, each one with different behaviors, based in the concepts of artificial live, cellular automata and emergence. This way simulating the behavior of a living being community with a computational base in artificial live and following concepts of game design. The game can represent visually some characteristics of living beings, as well behaviors and interactions between them, in a very simple way. The game can be upgraded in the future to represent better living beings using more details to the simulation of these

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This work has as its theme the role of emotions and affectivity in learning, particularly in science learning, being developed from a literature review. We start from the idea that learning occurs through changes in the neural networks of each individual and that these changes are caused by a combination of genetic and biological factors also influenced by emotions and affectivity. We seek information on the functioning of the human brain, highlighting the neuroanatomy and neurocognition, to understand how the brain processes information, including the feelings and emotions experienced by the individual. Once we try to understand which roles are assigned to the feelings and emotions in different learning theories, emphasizing the cognitive and humanistic theories. Finally, we found some more recent contributions to the understanding of the learning process, to the field of neuroscience. We were led to conclude that there is great scope for research in applied neuroscience to education, since the work, especially in the national literature are still scarce

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The object of this study was to analyze the process of implementing the compulsory education to nine years, according to the Law 11.274/06, in Rio Claro. Thus it was established a brief analysis of the trajectory of Brazilian educational policy that began with the Law of Directives and Bases 4.024/61 and was followed by the Law 5.692/71, the 1988 Federal Constitution, the Law of Directives and Bases 9394 / 96, the National Educational Plan - Law 10.172/01, Law 11.114/05, 11.274/06 and the Constitutional Amendment. 59/2009, pointing to increase access to education that aims to expand and ensure free education and compulsory basic education for children aging from 04 to 17 years old. The research has been based on collecting bibliographical data, information and data for the municipality of Rio Claro, through official documents, semi-structured interviews, and research on government websites. The expansion of basic education to nine years has been securing the rights gained over time through education. Moreover, this expansion of education promotes a questioning about the quality of teaching and a concern for the financial contributions required for education.

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Pós-graduação em Educação - IBRC

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

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Pós-graduação em Serviço Social - FCHS

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Educação - FFC

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Provides elements for a reflection on methodological strategies in the face of objects of study that prove difficult to approach. Through a case study in education, seeks to show that difficulties in obtaining information and data have been overcome by using an analytical model developed. It is shown that its use allowed inferences broader and reveal hidden inconsistencies in discussions on public and private education. Intended to assist reflection on qualitative research methods for those who deal with such studies. Concludes that the current expectations of management efficiency and transfer of resources sufficient quantity and quality have not materialized with a private enterprise under public education, even if we have succeeded in building a positive image by the promoters of this action with the sectors of public opinion. Prevailing trade policy interests at the expense of the motivations declared the initiative of aid to education, and even can not be said that the initiative has resulted in a private redefined the public character of the systems affected, there is evidence that its implementation represents a unique chapter focused "education", compared to a scenario in which stand out historically mutual aid agreements of a politicaleconomic development between state and private enterprise.

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This article presents a reflection on the historical aspects and legislation on Distance Learning (DL). For this, a bibliographic and documentary research was performed with the goal of raising the necessary notes for discussion. The text begins with the characterization of the current society, the Information Society, which supports the modern distance education, which uses information and communication technologies (ICTs) to establish the process of learning teaching. Five stages of the EAD are identified. Later, the Brazilian legislation concerning the DL is punctuated, starting with the passage by Article 80 of the Guidelines and Bases Law-LBD (Law 9394/96) along with the critical analysis of Decree 5,622/05. Finally, in the final considerations is discussed the negative image that the DL carries by the Brazilian population and obstacles in the existing rules that hinder the democratization of access to education that aims DL.

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This work had as objective the development of a prototype of educational content, as an experimental process, making use of resources from Interactive Digital TV. The characteristics of interactive digital terrestrial television are presented, in the form of a media mode capable of performing as a complementary source to education. The methodology used is composed of four phases: deduction, analysis, induction and synthesis. Its conception takes as issue the expressed need stated by UNESCO to use ICT (Information and Communications Technology) towards education, as well as the possibility of applying digital television in an educational process. The content is structured in the form of a quiz, a type of question-answer game as an informal way of education for high school students. The prototype developed in this work is presented as a structural script and map, taking into account the necessary activities and routines to put it into operation in the tested environments, eclipse, virtual set-top-box and Developer Box. The practice of prototyping was carried out in NCLua, based on middleware Ginga. As a result, we concluded that Ginga offers enough support to carry out the task, providing characteristics of interaction to publish the proposed content, at the moment of the actual practice.