819 resultados para Mathematical concepts and skills
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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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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In this paper we present two studies, the first one completed and the second one in development, which are based in teaching approaches that propose the qualitative study of mathematical models as a strategy for the teaching and learning of mathematical concepts. These teaching approaches focus on subjects from Higher Education such as Introduction to Ordinary Differential Equations and Topics of Differential and Integral Calculus. We denominate this common aspect of the teaching approaches as Model Analysis and in a preliminary level we relate it with Mathematical Modeling. Furthermore, we discuss some questions related with the choice of the theme and the role of Digital Technologies when Model Analysis is applied.
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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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Pós-graduação em Educação para a Ciência - FC
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Pós-graduação em Educação - FCT
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Educação Matemática - IGCE