1000 resultados para Informática na educação. Interação humano-computador. Jogo educacional. Kanas. Hiragana. Roma-ji
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Since the enactment of LDBEN 9.9394/96, Physical Education began to be understood as a curricular component in school. Thus, we see the need for systematization of content. We observed that the physical education classes at the public schools in Natal/RN from the game content, teachers did not use the existing proposals for systematization. And it was on this reality that the study occurred, aiming to present and discuss a proposal to systematization the game content in physical education classes in elementary and secondary education. Accordingly, we departed of following question: What possibilities of systematization of the game content in school physical education classes?. The methodology used was the action research, which allowed us to structure the intervention plan for the game content, directed to a reflective didactic process. The dialogue with action research provided an opportunity to understand of the proposal of systematization, the knowledge of game content, the planning and process of teaching and learning in physical education lessons developed. We use the proposed systematization the book Educação Física Escolar e Organização Curricular , to direct and organize the lesson plans. As research technique, we use the participant observation, filming, photographic records and field diary, guiding us in the debates and discussions about the field of research. The applications of the lesson plans were carried out in three schools, all located in Natal / RN: Escola Municipal Professora Ivonete Maciel, Escola Municipal Professor Ulisses de Góis e Professor Escola Estadual Josino Macedo. The members of this study were students PIBID-EF-UFRN, teachers, supervisors and school. They made the bridge between research and action, theoretical foundation and pedagogical practice, university and school. The results were advanced for beyond the propositions submitted by the above-mentioned book. For the Elementary School 1, the proposed systematization broadened experiences and learning of knowledge of the game and of playful and body manifestations. Provided an opportunity to know and learn about game of make account, rules, popular games, cooperative games, among others. For Elementary Schools 2 and Middle education, systematized lessons allowed the practical, the incorporation of knowledge of the game and its features: such as rules, origin, meaning of the name, different denominations, among others. The students experienced and learned, popular games, pre-sport games, cooperative games, with recycled material, among others. The treatment from three dimensions of contents: procedural, conceptual and attitudinal, occurred parallel to approach the game content, and in conjunction with our interventions, not being done separately during practice, but an ongoing process during class. This new perspective of work the game, in a systematized way, with applying, description and discussion the activities, allowed elaborate a summary framework of thematizations for game content, by year of teaching
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Pós-graduação em Educação - FFC
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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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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Educação Matemática - IGCE
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A tarefa de projetar um sistema de educação a distância (SEAD) é um processo complexo devido ao número de componentes envolvidos, às diferentes visões e abordagens quanto à sua eficácia, aos valores em disputa, aos interesses em jogo e às decisões urgentes. Este trabalho, partindo da experiência constante de livros e artigos dos autores, faz um recorte na tese de doutoramento de um deles a fim de descrever a importância da análise de incertezas em programas de educação a distância, o que se acredita levar à redução da probabilidade de ocorrência de eventos indesejáveis e/ou inesperados em várias situações caracterizadas por ambientes complexos. Descreve-se a trajetória da incerteza na perspectiva da ciência e apresenta-se um referencial teórico para dar suporte à temática do planejamento de SEADs. São citadas, também, as formas como as incertezas podem incidir nos processos decisórios e de implantação de SEADs, tomando por base uma pesquisa realizada no estado do Pará. Estratégias foram especificadas na perspectiva de melhorar a articulação entre as iniciativas das diversas áreas, de modo a potencializar a participação dos diferentes atores e reforçar o papel da educação a distância como política pública para a inclusão social. Nas considerações finais, reforça-se a adaptabilidade da investigação para outras situações. O trabalho pretende ser uma contribuição na indicação de diretrizes estratégicas para subsidiar a implantação de SEADs.
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Este livro foi inspirado nas experiências do diretor musical, ator e bonequeiro Paulo César Cardozo de Miranda nas áreas artísticas e pedagógicas, direcionadas a crianças, educadores e arte-educadores e relacionadas à contação de histórias, jogos, brincadeiras, teatro de bonecos, entre outras. Tais experiências suscitaram no autor inquietações referentes à educação, em especial no que tange às relações entre professor e aluno vistos como indivíduos preocupados com seu desenvolvimento pessoal e, especificamente, com a música. Ele focaliza questões que envolvem jogos e brincadeiras enquanto expressões musicais, a presença do lúdico na música e no ensino e, também, as implicações dessas atividades na formação de professores e músicos. Cardozo de Miranda propõe a compreensão dos jogos e brincadeiras não só como próprios da vida social, mas também como práticas pertinentes à Educação Musical, Educação e Estudos Sociais. Aqui, ele é movido inclusive pela constatação de que, apesar da obrigatoriedade do ensino da Música na educação básica, instituída por lei em 2008, há lacunas na pesquisa relacionada aos conhecimentos necessários para atender às demandas didáticas nessa área pedagógica. As reflexões do autor são apoiadas por trabalho de campo realizado com alunos de 10 e 11 anos do sexto ano de escola pública estadual da cidade de São Paulo. A pesquisa procurou levantar aspectos das realidades musicais das crianças, investigando principalmente a possível existência de repertórios de memória individual e coletiva
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Due to great importance of information and communication technologies in education, this work presents a quest about conditions of Computer Laboratory of state schools at Guaratinguetá. Also we listen to the math teachers and to the school’s director what they have to say on this trend and what they have made for integrate those technologies in classroom
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Considering the necessity of implementation of the Information Technologies and Communication (ICT) in the public Brazilian schools, the São Paulo State government hearing the call of the federal government and, with the objective to promote the digital inclusion, created the Programa Acessa Escola. The research that we realized and bring expressed on this text, is about such program and allowed us comprehend how it had been developed in the public state schools of the city of Guaratinguetá. By visiting the schools, we saw the manner that each school make use of his informatics laboratory; how they understand the government Project; how they develop actions of use of the laboratory and, particularly, how they use the informatics laboratory to the teaching and learning of mathematics helping the professor and the students. To make possible to understand this use, was realized interviews with the responsible intern of each one of the 14 (fourteen) schools of Guaratinguetá; with the pedagogical coordinator or director of the school and with the mathematics teacher. By the analysis, realized using a qualitative approach of phenomenological nature, we understand that the intern see himself as an auxiliary of the student and professor in the use of the laboratory. The director or pedagogical coordinator understand that the laboratory is an excellent resource to the school, but still exist the necessity of more resources that allow to attend properly the community; and the mathematics teacher consider important the program in the school as much for the students digital inclusion as for the teaching but they feel not safe to use into his classes, because they consider that there is a lack of capacitation and collaboration to make their activities relevant to the learning. That make possible to recognize what is the function of the intern and what is the way that the students and professor ... ( Complete abstract click eletroctronic access below)
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The paper shows the basic economic theories that support the rationality behind the financial and technological dominance in present social relations, and try to demonstrate the paradoxes and contradictions of the theoretical system, having as background elements from the Frankfurt School. From the field of theoretical economics of education, authors discuss the concept of human capital with its economical dimensions, presenting their affinities and disparities with Keynesians, neoclassical economics and the evolutionary economics of Schumpeter.
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The use of computers in childhood education makes it possible for them to acquire knowledge in a fun way through games. This paper describes the experience of implementing the course “Computers for Children”, which is part of a University Extension Program at the School of Dentistry at UNESP - Araraquara. This course is offered to children aged 5-7 years old and it aims, not only, to offer children, via computer, a direct contact with new teaching technologies, but also, to help them develop both their motor and logical thinking abilities through educational games. The children that participated in this course are from the Children’s Center “Casinha de Abelha” at the UNESP -Araraquara and also from the Municipal Recreation and Educational Centers also in Araraquara, SP, Brazil. The software resources used in this course to teach computer skills are the educational games “Coelho Sabido Maternal”, “A Estrela Cintilante” and “Festa dos Dentinhos”. The children’s learning and the level of difficulty in using the computer as a tool were evaluated. It was possible to conclude that the course has been contributing to the digital inclusion of children aged 5-7 years old, in addition to training their visual and audio perception, their motor coordination and memorization, hence developing skills that are essential to the children’s literacy process.
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Pós-graduação em Educação - FCT