999 resultados para Objetos lúdicos japoneses


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The goal of this research is to identify and describe the recreational objects, or toys, children’s play and games offered by teachers from a public municipal school of early childhood education in Pederneiras, a city located inland São Paulo State. The research has started with a retrospective look of the childhood concept and of the recreational objects with in the classical era till the modernity, what has allowed to identify how to play was in history and what is its relation with education. In order to understand how the recreational objects have been seen at school we have made a survey of the oficial Brazilian documents related to the childhood education. The benchmark survey has allowed the organization of a half structured questionnaire and the Kobayashi studies (2009, 2011), was the mean used to identify and classify the recreational objects found at school. The data collected in the benchmark survey in the field remark and by the questionnaire have permitted to identify here recreational objects available by teachers in early childhood education of 3 to 5 years old children at the school mentioned and what they think about the theme, on the other hand the studies performed have allowed us to analyse the adaptation and validity of the recreational objects already found

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The playful objects challenge and support the child to the playful action. These actions leverage the use of imagination and fantasy, necessary skills throughout our life. These objects are ways to create situations and play day by day. Games and toys are also augmenting resources of learning processes in various areas of knowledge. However, this process does not occur spontaneously, there is a need of scientific knowledge for selection and use of these resources in educational formal processes, especially in schools. The objective of this study was to identify, classify and analyze the play material performance of a primary school of the Municipal System of Education from Bauru-SP. To attain the goal, became a literature review in indexed data bases and printed materials. Subsequently, based on the theoretical references, tools for collection and analysis of data were developed, enabling the triangulation of data collected and analyzed for the closest to the reality studied. The instruments for collecting and analyzing data: a) survey and identification of playful collection based on COL (KOBAYSHI, 2009), b) questionnaire with school teachers and c) field observations. The survey results and the triangulation of sources allowed better characterization of the collection available at the school and their uses as resources and education and recreation procedures

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We can know a people through their cultural and artistic assets. One of the many aspects of Japanese culture is origami, a fusion of the verb “oru”, which means folding, with the word “kami” meaning paper. In this communication, we describe the course “Origami and Kirigami: art and culture as a recreational and educational resource”. The course aimed to present these two oriental techniques based on paper and its potential as a source of entertainment and education, at the same time seeking to introduce cultural aspects of these arts of folding and/or cutting paper. This practice is more common than we realize, and is present in our day-to-day life when we perform actions such as folding clothes and papers, and making packages, amongst others. However, few are aware of the benefits that this folding brings to the fields of Arts, Mathematics, and Science, besides its recreational characteristics. Kirigami is a mixed technique that in addition to using folds in the paper (as in origami) also uses cuts (“kiru” – meaning, “cut”). It can be performed with heavier paper than origami, and by introducing some cuts, the paper can be folded to form the desired shape. It is a simple technique, with impressive results. We conducted eight weekly meetings, each lasting four hours, totaling 32 hours of coursework. In addition to the classes, a visit was made to the Okinawa Club in Bauru (São Paulo), where it was possible for the students of the course and the elderly group (fujinkai) of origamists of the club to exchange experiences. Finally, an exhibition was organized to display the artifacts produced by the course participants and disseminate the work of the students.

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Se pretende responder a la pregunta de si los videojuegos son objetos lúdicos que permiten y estimulan el desarrollo del juego simbólico en los niños de educación infantil. Ofrecer un método de análisis, selección y adquisición de videojuegos como objeto lúdico que puede incluirse como material lúdico destinado a los niños de educación infantil. Análisis de diversos videojuegos. Documentación teórica sobre los estudios desarrollados respecto a los videojuegos en general y los videojuegos en educación infantil en particular; documentación teórica respecto a los moedelos de análisis de los videojuegos y juguetes que actualmente se utilizan para el análisis, adquisición y selección de material y objetos lúdicos; a partir de la investigación teórica encontrada, adaptación del método ESAR al contexto lúdico de los videoojuegos; validación de los ítems seleccionados mediante la técnica juicio de experto que estará compuesto por expertos en educación infantil, nuevas tecnologías así como por los padres de familia y aplicación del instrumento validado en el análisis de un grupo seleccionado de videojuegos comerciales. Se utiliza la técnica de Juicio de Experto, la escala de Thurstone y el tratamiento estadístico SPSS. Se presenta una propuesta de modelo de análisis de videojuegos como resultado del tratamiento estadístico y se presenta el protocolo para la utilización del modelo así como el análisis de algunos videojuegos. Se presenta una propuesta de modelo de análisis de videojuegos como resultado del tratamiento estadístico y se presenta el protocolo para la utilización del modelo así como el análisis de algunos videojuegos. Se propone la continuación de estudios que permitan la observación del niño/a que juega a videojuegos y su relación con la expresión verbal y la conducta lúdica simbólica que tiene el niño al jugar videojuegos.

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Aportación teórica y empírica de datos sobre lo que se puede considerar como juguete didáctico y posibilidad de clasificar juguetes en función de sus potencialidades educativas y didácticas. Elaboración de un instrumento de evaluación del juguete didáctico. El instrumento de evaluación presentado ha sido diseñado después de haber realizado un amplio estudio entre los fabricantes de juguetes sobre qué consideraban que era un juguete didáctico, educativo y de interés pedagógico. El resultado del estudio teórico y bibliográfico sobre el tema llevó a la conclusión de que el único método de análisis y evaluación psicológica que puede considerarse completo y válido es el llamado sistema ESAR, editado por el Instituto Tecnológico del Juguete de Ibi (Alicante) y elaborado por Denise Garon (1982). Tomado como referente se elaboró un primer protocolo de 31 items que se validó a partir del juicio de expertos y de la observación del uso que daban a 18 juguetes seleccionados (pertenecientes a las categorías ESAR) una muestra de 10 niños/as de distintas edades y residentes en Murcia. Protocolo de evaluación de juguetes de elaboración propia. Sistema ESAR (Garon, D., Filion, R. y Doncet, M., 1982). Validez de constructo. Fiabilidad de la escala (alfa de Cronbach). El instrumento de evaluación está concebido para realizar una evaluación sencilla o de mayor complejidad. La sencilla se realiza respondiendo a los 31 items del protocolo, la compleja, utilizando las escalas complementarias que acompañan a cada uno de los items. El protocolo de evaluación utilizado como instrumento de observación del niño en su interacción con el juguete, con los iguales y con los adultos, puede ser un instrumento de gran utilidad para conocer al niño y para diseñar programas de entrenamiento que le permitan un enriquecimiento mayor en su interacción con los objetos lúdicos, los iguales y los adultos.

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We know that play is directly linked to the development and growth of the child. Thinking in this context, were created recreational spaces, more known as playrooms or toy libraries. This research seeks to understand the playful objects used in more visits with children, realized CPA, FC UNESP - Bauru. Therefore, it was necessary to identify the objects necessary to the demands of users of CPA, they were psychology trainees, fellows extension projects, graduate students, teachers and the subjects treated population served. Composed over 1000 objects, the collection must be appropriate to the needs of the CPA. The research in question is characterized as a case study, is related to our shares a scholarship project Playing in the Center for Applied Psychology - CPA, held in the collection playful and Toy CPA, FC UNESP - Bauru, used, in this case, as a field for this research. Watching the playful collection, daily, some questions have arisen about this space became in this study. The data collection period was from September 2011 to September 2012. As an instrument for data collection was mounted a notebook control in order to check the movement of the objects of the collection, also applied a questionnaire to teachers and trainees working in the CPA. At the end of the study we can say that the symbolic games and rules are the objects that are related to care provided in the CPA because of its capabilities to assist in various aspects of the development of children, with the most frequently used symbolic games with children aged 2 to 7 years and the games rules with children aged 7-12 years or more

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The books are part of the school routine in the course of our lives, currently, we are the gateway to the processes of social literacy that begins with the presentation of these objects for babies and children in early childhood education (EI). This research has the main question: to know how are the libraries or reading rooms in Early Childhood Education Centres (CEI) of Botucatu. Thus, the overall goal is to understand, characterize and analyze the CEIs libraries Botucatu. What implies: investigate and analyze the existing legislation on school libraries, their approach to the reality of the CEIs and the official documents of early childhood education; To investigate the relationship between the child and the playful objects (books, toys etc.) and finally discover and describe the reality of School Libraries in CEIs studied. The research is qualitative orientation, more precisely a Case Study. The space, proper equipment and support provide a rich learning that will serve as the basis for school achievements. However, the offering of School Libraries and Reading Rooms in many cases it is not a reality. The survey took into account which of the schools have assets, how is the organization of space, the playful activities with learners users and which functions, training and professional responsibilities designated as responsible for School Library/Reading Room. It is noteworthy to say the official documents as a basis and motive of this research as well as the fulfillment of established targets and carried out by the municipal, state and national governments on the implementation of School Libraries in schools, with the help of programs like National Fund Development of Education (ENDF), National School Library program (PNBE) and the National Book and Reading Plan (PNLL)

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The books are part of the school routine in the course of our lives, currently, we are the gateway to the processes of social literacy that begins with the presentation of these objects for babies and children in early childhood education (EI). This research has the main question: to know how are the libraries or reading rooms in Early Childhood Education Centres (CEI) of Botucatu. Thus, the overall goal is to understand, characterize and analyze the CEIs libraries Botucatu. What implies: investigate and analyze the existing legislation on school libraries, their approach to the reality of the CEIs and the official documents of early childhood education; To investigate the relationship between the child and the playful objects (books, toys etc.) and finally discover and describe the reality of School Libraries in CEIs studied. The research is qualitative orientation, more precisely a Case Study. The space, proper equipment and support provide a rich learning that will serve as the basis for school achievements. However, the offering of School Libraries and Reading Rooms in many cases it is not a reality. The survey took into account which of the schools have assets, how is the organization of space, the playful activities with learners users and which functions, training and professional responsibilities designated as responsible for School Library/Reading Room. It is noteworthy to say the official documents as a basis and motive of this research as well as the fulfillment of established targets and carried out by the municipal, state and national governments on the implementation of School Libraries in schools, with the help of programs like National Fund Development of Education (ENDF), National School Library program (PNBE) and the National Book and Reading Plan (PNLL)

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Proyecto de educación desarrollado por ocho profesores en el IB 'Maspalomas'. Los objetivos fueron: utilizar los conocimientos matemáticos de los alumnos y su capacidad de razonamiento para resolver problemas reales y/o lúdicos, diseñar y manipular modelos materiales que favorezcan la comprensión y solución de problemas, realizar tareas manuales y gráficas, trabajar en grupo para llevar a cabo una tarea, valorando las ventajas de la cooperación, actuar con imaginación y creatividad, valorando no sólo la importancia de los resultados, sino del proceso que los produce, e, identificar las formas y relaciones espaciales que se presentan en la realidad, analizando las propiedades y relaciones geométricas implicadas y siendo sensible a la belleza que generan. El trabajo en el grupo fue esencialmente colectivo, dedicando las reuniones a la discusión de temas específicos, así como a la lectura y debate de propuestas de trabajo. El desarrollo de la experiencia constó de las siguientes fases: una prueba valorativa inicial de la creatividad, realización de un 'taller de Matemáticas', en el que se procedió a la construcción de geoplanos, material éste muy interesante que ofrece la posibilidad de una participación activa en la construcción de la geometría, la formación y la transformación de figuras rápidamente, y, un material que favorece el entretenimiento dentro del aula. Concluido el estudio del geoplano se trabajó el tangram. Por último, se estudiaron las posibilidades de los mapas y escalas dentro del taller, siendo ente punto donde finalizó el trabajo del año. Las conclusiones fueron positivas, pues se desarrolló un auténtico taller, es decir, una asignatura que aunó las matemáticas, tecnología y educación plástica y visual de manera interdisciplinar. Entre los aspectos negativos se encuentran; la escacez de tiempo para el desarrollo de las actividades en el aula y, la necesidad de disponer de los materiales y el entorno adecuado para el desarrollo del trabajo.

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Universidade Estadual de Campinas. Faculdade de Educação Física

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Este artigo visa categorizar as brincadeiras das crianças de um povoado rural do nordeste do Brasil. Foram observadas individualmente 32 crianças entre dois e 12 anos, de ambos os sexos, brincando em ambiente livre, em sessões de cinco minutos. A categoria de 'brincadeiras simbólicas' foi a mais observada (49%). Os temas das brincadeiras simbólicas estavam predominantemente atrelados ao modo de vida local. Diferenças de gênero foram observadas e analisadas. Os dados sugerem que meninas brincam mais simbolicamente, enquanto as brincadeiras dos meninos são mais variadas. A relação entre brincadeira e contexto baseia-se no aproveitamento das potencialidades que o ambiente oferece para o desenvolvimento da criança caracterizando as relações entre aspectos particulares de cada ambiente e as atividades lúdicas desenvolvidas.

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O Programa Nacional do Livro Did??tico ??? PNLD, administrado pelo Fundo Nacional de Desenvolvimento da Educa????o ??? FNDE, utiliza, desde 1994, os servi??os da Empresa Brasileira de Correios e Tel??grafos - ECT, para levar ??s escolas p??blicas mais de uma centena de milh??es de livros did??ticos. V??rios eram os problemas a serem resolvidos. Antes de a ECT assumir os servi??os, somente 25% dos livros eram entregues antes do in??cio do ano letivo e o restante entregue durante ano, prejudicando de uma sobre maneira, n??o s?? alunos e professores, mas todo o planejamento de ensino. A aus??ncia de um controle efetivo da entrega dos livros, aliado ao endere??amento incorreto, gerava um de alto ??ndice de reclama????o quanto ao n??o recebimento dos objetos. Com as a????es descritas nesse relato, foi poss??vel aumentar o n??mero de crian??as/adolescentes estudantes de escolas p??blicas, com cobertura de todos os munic??pios brasileiros, os quais s??o na realidade os grandes clientes de todo o processo. Certamente que o sucesso da opera????o envolve a FNDE e a ECT, sendo que nesta ??ltima ?? imprescind??vel a perfeita sintonia entre todas as ??reas

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Nesta dissertação discutimos os movimentos em torno da temática da apropriação evidenciando o deslocamento do objeto de uso comum para o campo da arte em três movimentos paradigmáticos: o Dadaísmo, o Surrealismo e o Novo Realismo, e seus desdobramentos na arte contemporânea no sentido de legado cultural. Permitimo-nos transitar pelas demais vertentes dos processos de apropriação na arte nova-iorquina e europeia seguindo as propostas da arte com objetos. Investigamos os processos envolvidos nas controvérsias do ready-made, executado por Marcel Duchamp desde 1913, para dar partida ao percurso histórico das manifestações onde ocorre o objet trouvé, a colagem e a assemblagem. Nosso objetivo é responder à pergunta com a qual o filósofo Arthur C. Danto inicia suas investigações filosóficas acerca das apropriações e condições que fazem de um objeto comum uma obra de arte. Para tanto buscamos as teorias de Abrahan Moles e Jean Baudrillard acerca do objeto industrializado e Roland Barthes com as questões metalingüísticas de sua função-signo. Para discutir tais relações da arte com os objetos, recorremos aos textos de Peter Bürger, André Breton, Pierre Restany, Gregory Battcock, Walter Benjamin, Hal Foster e outros. Destacamos alguns trabalhos artísticos, evidenciando o objeto caixa, tratado como um utilitário com forma e finalidade definidas, reafirmando-se como objeto de consumo, no discurso sobre a poética do espaço de Gaston Bachelard. A pesquisa propõe analisar as transformações radicais das estruturas conservadoras da arte e especular sobre o gesto de apropriação dos objetos, com algumas reflexões direcionadas sobre o objeto e a transgressividade da apropriação como experiência de tensão e poder.

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A exposição de um indivíduo a duas línguas diferentes poderia trazer benefícios ao desenvolvimento auditivo. OBJETIVO: Analisar o comportamento auditivo em testes de reconhecimento de padrões temporais (Teste de Padrão de Freqüência e de Duração) e de escuta dicótica de dissílabos familiares (Teste Dicótico de Dígitos) e não-familiares (Teste Dicótico de Dissílabos Alternados/ SSW em português) em descendentes de japoneses, que moram no Brasil, falantes ou não da língua japonesa, comparando-os ao desempenho de brasileiros não-descendentes de orientais e que não possuem contato com o idioma japonês. MÉTODO: 60 sujeitos, com idade entre 17 e 40 anos, escolaridade superior ao terceiro ano do Ensino Médio, reunidos em três grupos: GJJ, descendentes de japoneses falantes do português Brasileiro e do Japonês; GJP, descendentes de japoneses falantes do português e não-falantes do Japonês; GBP, não-descendentes de orientais falantes do português. Foram submetidos a um questionário e aos testes de processamento temporal quanto à freqüência (TPF) e duração (TPD), teste dicótico de dígitos (TDD) e SSW. RESULTADOS: GJJ e GJP apresentaram melhor desempenho no TPF em relação ao TPD e tiveram no TPF média de acertos maior do que o grupo GBP. O grupo GJJ, no teste SSW apresentou média de acertos significantemente superior ao GJP e ao GBP. CONCLUSÃO: A experienciação auditiva fornecida pelo bilingüismo (idioma japonês e português brasileiro) facilitou o desempenho no SSW.