940 resultados para Design e educação
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This study describes how adult and teacher-centered rationale, which has been ruling school relations for a long time, might be a threat to didactics and its methodologies, especially when it comes to teaching and learning package. The theoretical framework of this study is based on Dewey and Peirce pragmatic views, founding the languages analysis, which are interwoven in the content design. Some tasks from a 4th grade elementary school package sold nationally, related to Geography and Mathematics subjects were examined. It is possible to assert that the child real life learning experiences was poorly considered, which partly explains the lack of interest of most children in pedagogical-scientific discourses as they are presented on their books. As a possible answer regarding that issue, the encounter between teacher and learner subjectivities is proposed.
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Pós-graduação em Educação - FCT
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Population aging and environmental protection have gained special importance after the economic, demographic and social recent changes. The objective of this paper was to promote theoretical and reflective review with emphasis on convergence between sustainable development and educational activities promoted by the University of the Third Age. We conducted a literature review to give full articles from the descriptors: aged, sustainable development indicators and environmental protection, published in English, Spanish and Portuguese, between January 1994 and June 2014, in national and international journals on the basis LiIlacs, Bireme and Medline. We used systematic data collection for sample analysis. The results indicate that the University of the Third Age develops teaching, research and extension, through actions based on aging and educational assumptions. In this context, environmental education is presented as a pedagogical process capable of awakening the critical capacity of the elderly, making it active social worker and leading him to a cultural design which ensures establishment of sustainable harmonious relationship with nature. It was concluded that the University of the Third Age contributes to initiatives that emphasize the relationships between systems and economic processes or social and natural processes, generating the construction of social values, knowledge, skills, attitudes and skills aimed at the conservation of the environment.
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Pós-graduação em Educação - FFC
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The present study, is characterized as qualitative investigative, has as main objective to analyze the convergence between the fields of the visual arts and design. To base the analysis, it was developed a bibliographical research that raised the concept of hybrid language, the mixing of different races in Brazilian design, the relations between art and design and the Design Prize Museum of Brazilian House (MCB). As shown on the basis of this theoretical survey, it was presented the designers Luciana Martins and Gerson de Oliveira, from the company, OVO, and the objects selected for this study, that are the two products awarded from the MCB, which contain artistic characteristics and are commercialized and recognized as objects of Brazilian design. These products were analyzed and the hybrid characteristics of them were raised.
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Graphic Design is a profession established with advent artistic vanguards of the twentieth century. As professional activity, it works with planning and projects which involve the visual solution of communication and information problems. Then, The Surface Design is the professional practice pledged with the elaboration of projects for coatings and application in products, giving attention to the production and materials in the processes. The relation between both Design areas is connected, at first, by the two-dimensional characteristic. In Brazil, academic study about Surface Design is in evolution and some universities works with this subject. Analyzing the concepts and characteristics concerning methodologies that comprehend both Graphic Design and Surface Design becomes a current and including subject. Therefore, it is necessary the conceptual unfolding and methodological in order to establish relations and contributions involved in the field of Graphic Design and apply them in Surface Design. Thus, the present study aimed to check concepts and particular functions of Graphic Design and to establish its relations and contributions for Surface Design. The results of this study can be used as teaching support and professional practice.
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Constant social, cultural and political changes influence directly people’s life and define their needs and tastes. Trends have the role of signaling through these facts people’s preferences regarding to objects and can, therefore be connected with great design, as it works with project that is a planning activity for future. In this context, this study aimed to characterize trend jobs in Brazilians home designing methodology. For both: theoretical aspects were studied that led to reasoning, a field research in five Furniture industries Pole of Arapongas/PR was done, and a research for possible developmental reference of furniture in Brazil. Results indicated: misused and mistaken concepts of trend and ignorance on how they operate lack of knowledge about industries sector consumer profile, the concern about sales and not with consumer as “furniture user” and finally, the existence of Brazilian referential sources, but the lack of skilled professionals that could decode these sources.
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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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The paper presents an ergonomic analysis of reading usability of electronic journals and the comparison with newspapers. As a method, it was adopted an evaluation of the user perception, from a printed questionnaire applied to a group of 41 people. Overall, the results indicate that on the analyzed newspapers there is need for greater care concerning the aspects of visual representation, involving more design application, usability, ergonomics, technology and communication.
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O desenvolvimento de um modelo de aplicação interativa para Televisão Digital sobre a plataforma do middleware Ginga, do SBTVD, ainda em processo, é o tema deste artigo. A referida aplicação se traduz em um Ambiente Virtual de Aprendizagem, para Educação a Distância, aplicativo destinado a acesso on demand, fora da grade de programação síncrona da emissora, em TV Digital dotada de set top box, ou conversor digital, embarcado com Ginga NCL. A metodologia utilizada na construção deste produto da pesquisa de Mestrado (que também abrange uma monografia na área de Comunicação) integra três metodologias: um modelo de Design Instrucional (ou Educacional) adequado aos recursos da TV Digital; técnicas de Usabilidade e Arquitetura da Informação para a construção de um protótipo interativo; e um modelo de Desenvolvimento de Software de ciclo de vida ágil baseado em Prototipagem Evolutiva, a fim de se gerar um modelo de aplicação interativa para criação de conteúdos instrucionais focados em EaD através da mídia TV Digital.
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Taking as a starting point the reflection on the ornament, is delineated an interpretative analysis of delimitation between art and design in the extent of the aesthetics. Presupposing the ornament as an elementary and universal form of the all aesthetics’ manifestations, trying to work, through recent contributions and in an unified way, concepts regarding the aesthetics in parallel with the phenomenon of the perception. The ornament as element previously “ordered” front to the organization need that the interpretation demands, it constitutes fertile philosophical instrument, for all the art forms and of design, which seeks to provide an aesthetic sensation. Returned to the thoughtful function, the ornament has as essential purpose to stimulate the aesthetic experimentation, capable to induce the perception to subtler states of conscience similar of to the ecstasy, where the spirit from whom contemplates, can live experiences of extreme freedom and intense pleasure. . Establishing semiotics foundations capable of evidencing a function anagogic-therapeutics in the action of conceiving and to meditating, alternately, an object with function strictly ornamental (aesthetics), also intending the reflection of moral stamp on the ornamental concept of the decency as conciliatory solution in the intersection between art and design, concerning the creativity of the formative process.
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This paper summarizes a research that has been developed from the concern about a company’s strategic planning, once regarding the product development process and its methodological guidelines. Our goal was to check if there is an ideal methodology, peculiar to the graphic design, which could be applied to a printed newspaper condition. And then, we could deduce, according to the design practices in newspapers, its relevance. We did not intend to create a specific graphic design methodology for daily newspapers, nor the analysis of methods, but we wanted to emphasize that the familiarization with acknowledged methods in the field of visual communication, during the process of professional formation, might ease good choices in the work practice on design. The understanding of the gradual introduction of graphic design on printed daily newspapers brings about, thus, not only their visual improvement, but also allows that this kind of journalism (which depends on a graphic interface in order to make their product come true) reconsider the newspaper as a whole.
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Produce radio advertisements to convey social UNESP FM Radio. This is the purpose of “Agência PropagAção”, extension project of the Faculty of Arts, Architecture and Communication Unesp, Bauru, SP, composed of 15 students of Communication and Design, coordinated by the teacher responsible. This extension project, however, over the four years of operation, has evolved from a manufacturing space of advertisements for a creative environment where teaching and learning are associated with teaching, research and extension. In this group, converge knowledge from different areas of social communication, resulting in scientific research initiation, completion of course work and professional practice with the provision of community services. Organized as an advertising agency, teachers and students experience education tutorial, extracurricular, adding, as a collective, integrated and interdisciplinary knowledge for the training of professionals with technical expertise, scientific, technological and academic.
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This article aims to discuss how communication can contribute effectively with education in cyberculture, by design of educational environments that are configured according to the specific language of cyberspace. We consider digital technologies as language and therefore as forms of communication. As a theoretical basis, we use Peircean semiotics, for questions relating to language; the concept of technologies of intelligence, to the relation of the technique with digital media and the concepts of emergency and of transmiting architecture to think of cyberspace communication interfaces. We made a brief reflection on the political, administrative, social, cultural and economic problems that hinder the development of more appropriate forms of education for cyberculture. Then we point out some similarities between the fields of education and communication and made some observations about qualities of digital media that can contribute to a mbetter use of it as an educational tool. Finally, we indicate an educational and communicational gaming approach as a possible way to make communication technologies interactive audiovisual interfaces, able to educate in the age of cyberculture.
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Information and communication technologies (ICT) pervade the daily lives of people affecting relations and social subsystems. Education is not unrelated to this process and in this scenario the distance education (EaD). Considering as a starting point the information society and its characteristics, the objective of this paper was to analyze the relationship between the new information and communication technologies, teaching and learning in the virtual classroom, seeking to understand what is the design of teaching and learning inherent in the current generation of EaD. Thus, by means of analytical, descriptive and exploratory research, bibliographic and qualitative approach oriented, it was concluded that ICT has a very important role in the context of EaD, allowing the creation of interactive virtual learning environments that enable communication between teachers, tutors and students, making possible the Exchange and sharing of key information on the teaching and learning process.