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Colegio Público en Manchay / Public School in ManchayCrispín Ríos, Fiorella Lucía 23 July 2020 (has links)
La arquitectura escolar se ha generalizado como la creación de largos pasillos, aulas compactas y rígidas, y sin espacios de encuentro para la interacción de los estudiantes. Estas características responden a una metodología de enseñanza tradicional; sin embargo, en la actualidad, las nuevas necesidades pedagógicas son distintas, debido a que tienen como prioridad considerar un aprendizaje más activo que se centra en el estudiante. Por tal motivo, se plantea un colegio público de primaria y secundaria que tiene como énfasis la arquitectura para el aprendizaje activo aplicado en tres elementos físico-espaciales: espacios flexibles, lúdicos y conectados con el exterior. Asimismo, se propone reforzar el vínculo entre el colegio y la comunidad, compartiendo ciertos espacios fuera del horario escolar. Además, cabe destacar que este proyecto se desarrolla en Manchay, en el distrito de Pachacámac, una zona periférica de la ciudad de Lima con rápido crecimiento poblacional y déficit de infraestructura educativa. Por lo tanto, se realizó la investigación acerca de la tipología, el énfasis arquitectónico, proyectos referenciales, usuarios, programa arquitectónico y estudio del lugar. Por último, se plantean los criterios de diseño para la elaboración del proyecto arquitectónico. / School architecture has become conceived as the creation of long corridors, compact and rigid classrooms without meeting spaces for students' interaction. These characteristics respond to a traditional teaching methodology; however, nowadays, the new pedagogical needs are different since their priority is to consider active learning that focuses on the student. For this reason, a public primary and secondary school with an emphasis on architecture for active learning applied to three physical-spatial elements is proposed. These elements are: flexibility, playfulness and connection to the outside spaces. Likewise, this is proposed to strengthen the bond between the school and the community, sharing certain spaces outside of school hours. In addition, it should be noted that this project is developed in Manchay, in the Pachacamac district, a peripheral area of the Lima city with a fast population growth and deficit in educational infrastructure. Therefore, the research was about the typology, architectural emphasis, referential projects, users, architectural programming and study of the place. Finally, the design principles are proposed for the elaboration of the architectural project. / Tesis
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Undervisning, varför ska vi ha det? : En studie kring undervisning och språkundervisning i förskolanHaquinius, Catarina January 2021 (has links)
Teaching, Why should we do it? This study deals with teaching in preschool. Is it really something that the preschool should be doing or do we risk a ‘schoolification’ of preschool? The survey also concerns language and language teaching in preschool. How do educators and principals view language? What does it mean for them and how do they view their language skills and language teaching skills to children. The survey investigates how the preschool works with teaching and how an educator works with the language to support the child in their language development. This survey also addresses how different preschools evaluate their activities and discusses how this affects the work with egalitarianism in preschool framed in the governing document curriculum for preschool 2018.
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Hier bin ich Kind, hier darf ich's sein.: Spielerisches Lernen in einer Reformschule. Begleitbroschüre zur AusstellungTrinks, Jasmin 17 November 2015 (has links)
Der Lehrer Karl Prelle (1895- 1975) ist den Wenigsten ein Begriff, aber auch er hatte sich der Lehre und Erziehung im Besonderen gewidmet und eine Vielzahl von Aufzeichnungen, Bildern und Texten hinterlassen.Ein Schlüsselthema seiner Arbeit war, dass Kinder am besten lernen, wenn sie Spaß daran haben und nicht durch Drill und Strafen dazu gezwungen werden. Hierfür entwickelte Prelle eine ganze Reihe von „Lernspielen“. Daneben zielte sein Wirken auf Heimatverbundenheit, Gesamtunterricht, religiöse Erziehung, sowie frühzeitige kindliche Förderung ab. Bei der Betrachtung des Wirkens und Schaffens von Karl Prelle ist es von zentraler Bedeutung, die von ihm angestrebten und notwendigen Veränderungen im historischen Kontext von Bildung und Erziehung zu verstehen. Zum einen war der Unterricht der damaligen Zeit wenig kindgerecht. Zum anderen war es die Not des einklassigen Landschullehrers, die Prelle veranlasste, neue Wege zu gehen.
Er war als Lehrer allein für Kinder in acht Klassenstufen und unterschiedlicher Wissensprägung verantwortlich. Die Schüler einer Dorfschule mussten ihren vorwiegend in der Landwirtschaft tätigen Eltern bei der Hof- und Feldarbeit helfen. Diese Umstände galt es, ebenfalls zu bedenken.
Wie also konnten alle Kinder in der begrenzten Zeit sinnvoll unterrichten?
Hierfür wurden die Schüler in Abteilungen eingliedert aber die anderen Schüler mussten in der Zeit ruhig und sinnvoll beschäftigt werden. Die Kinder sollten die Möglichkeit haben, sich selbst im Stillen Inhalte zu erarbeiten und zu wiederholen. Hierbei traut Prelle den Kindern zu, eigenverantwortlich und selbständig arbeiten zu können. Auch wenn dies von vielen Zeitgenossen angezweifelt wurde. Seine Konzeption orientiert sich an dem Jenaplan und der Montessoripädagogik. Ihre Grundgedanken passte er an die Gegebenheiten einer ländlichen Volksschule an. / Karl Prelle (1895—1975) is a Lower Saxon educational reformer. A key theme of his work was, that children learn best when they enjoy it and when they are not forced by means of drills or sanctions. For this Prelle developed a whole series of "educational games". Additionally, his work is aimed onto local ties, total education, religious education, and early childhood education. When looking at the work and creation of Karl Prelle it is crucial to understand the intended and necessary from him changes in the historical context of education. Firstly, the school-lessons of that time were not suitable for children. Secondly he was the only teacher for more than 100 children, so he had to find new ways for a meaningful lesson. Their design is based on the Jenaplan and the Montessori method. The concepts he created were implemented in the realities of a rural primary school.
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The Ethnic Bonding Between Students : The Learning Application that Supports Cultural Ethnicity Differences in Educational EnvironmentsBrandão, Simone January 2022 (has links)
This Thesis project investigates the user-centered interaction design approach that support a better communication among students and encourages children to feel empathy between each other. Furthermore, this study explores the topic of playful gamified interaction by avoinding cultural ethnicity disparities and promote an open-minded educational atmosphere. By developing the concept named ClassHood, this strategy aims to facilitate the role of the teachers to educate pupils about cultural ethnicity issues and to help youngsters develop the ability to not discriminate in the classroom. The development of a classroom engaged game, will influence students to have an introspection of themselves, including having not only the knowledge of their cultural heritage but from the others around them.
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AccumulationRaby, Erica M. 01 May 2009 (has links)
No description available.
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Towards Intelligent Playful Environments for Animals based on Natural User InterfacesPons Tomás, Patricia 26 November 2018 (has links)
Tesis por compendio / El estudio de la interacción de los animales con la tecnología y el desarrollo de sistemas tecnológicos centrados en el animal está ganando cada vez más atención desde la aparición del área de Animal Computer Interaction (ACI). ACI persigue mejorar el bienestar de los animales en diferentes entornos a través del desarrollo de tecnología adecuada para ellos siguiendo un enfoque centrado en el animal. Entre las líneas de investigación que ACI está explorando, ha habido bastante interés en la interacción de los animales con la tecnología basada en el juego. Las actividades de juego tecnológicas tienen el potencial de proveer estimulación mental y física a los animales en diferentes contextos, pudiendo ayudar a mejorar su bienestar.
Mientras nos embarcamos en la era de la Internet de las Cosas, las actividades de juego tecnológicas actuales para animales todavía no han explorado el desarrollo de soluciones pervasivas que podrían proveerles de más adaptación a sus preferencias a la vez que ofrecer estímulos tecnológicos más variados. En su lugar, estas actividades están normalmente basadas en interacciones digitales en lugar de explorar dispositivos tangibles o aumentar las interacciones con otro tipo de estímulos. Además, estas actividades de juego están ya predefinidas y no cambian con el tiempo, y requieren que un humano provea el dispositivo o la tecnología al animal. Si los humanos pudiesen centrarse más en su participación como jugadores de un sistema interactivo para animales en lugar de estar pendientes de sujetar un dispositivo para el animal o de mantener el sistema ejecutándose, esto podría ayudar a crear lazos más fuertes entre especies y promover mejores relaciones con los animales. Asimismo, la estimulación mental y física de los animales son aspectos importantes que podrían fomentarse si los sistemas de juego diseñados para ellos pudieran ofrecer un variado rango de respuestas, adaptarse a los comportamientos del animal y evitar que se acostumbre al sistema y pierda el interés.
Por tanto, esta tesis propone el diseño y desarrollo de entornos tecnológicos de juego basados en Interfaces Naturales de Usuario que puedan adaptarse y reaccionar a las interacciones naturales de los animales. Estos entornos pervasivos permitirían a los animales jugar por si mismos o con una persona, ofreciendo actividades de juego más dinámicas y atractivas capaces de adaptarse con el tiempo. / L'estudi de la interacció dels animals amb la tecnologia i el desenvolupament de sistemes tecnològics centrats en l'animal està guanyant cada vegada més atenció des de l'aparició de l'àrea d'Animal Computer Interaction (ACI) . ACI persegueix millorar el benestar dels animals en diferents entorns a través del desenvolupament de tecnologia adequada per a ells amb un enfocament centrat en l'animal. Entre totes les línies d'investigació que ACI està explorant, hi ha hagut prou interès en la interacció dels animals amb la tecnologia basada en el joc. Les activitats de joc tecnològiques tenen el potencial de proveir estimulació mental i física als animals en diferents contextos, podent ajudar a millorar el seu benestar.
Mentre ens embarquem en l'era de la Internet de les Coses, les activitats de joc tecnològiques actuals per a animals encara no han explorat el desenvolupament de solucions pervasives que podrien proveir-los de més adaptació a les seues preferències al mateix temps que oferir estímuls tecnològics més variats. En el seu lloc, estes activitats estan normalment basades en interaccions digitals en compte d'explorar dispositius tangibles o augmentar les interaccions amb estímuls de diferent tipus. A més, aquestes activitats de joc estan ja predefinides i no canvien amb el temps, mentre requereixen que un humà proveïsca el dispositiu o la tecnologia a l'animal. Si els humans pogueren centrar-se més en la seua participació com a jugadors actius d'un sistema interactiu per a animals en compte d'estar pendents de subjectar un dispositiu per a l'animal o de mantenir el sistema executant-se, açò podria ajudar a crear llaços més forts entre espècies i promoure millors relacions amb els animals. Així mateix, l'estimulació mental i física dels animals són aspectes importants que podrien fomentar-se si els sistemes de joc dissenyats per a ells pogueren oferir un rang variat de respostes, adaptar-se als comportaments de l'animal i evitar que aquest s'acostume al sistema i perda l'interès.
Per tant, esta tesi proposa el disseny i desenvolupament d'entorns tecnològics de joc basats en Interfícies Naturals d'Usuari que puguen adaptar-se i reaccionar a les interaccions naturals dels animals. Aquestos escenaris pervasius podrien permetre als animals jugar per si mateixos o amb una persona, oferint activitats de joc més dinàmiques i atractives que siguen capaces d'adaptar-se amb el temps. / The study of animals' interactions with technology and the development of animal-centered technological systems is gaining attention since the emergence of the research area of Animal Computer Interaction (ACI). ACI aims to improve animals' welfare and wellbeing in several scenarios by developing suitable technology for the animal following an animal-centered approach. Among all the research lines ACI is exploring, there has been significant interest in animals' playful interactions with technology. Technologically mediated playful activities have the potential to provide mental and physical stimulation for animals in different environmental contexts, which could in turn help to improve their wellbeing.
As we embark in the era of the Internet of Things, current technological playful activities for animals have not yet explored the development of pervasive solutions that could provide animals with more adaptation to their preferences as well as offering varied technological stimuli. Instead, playful technology for animals is usually based on digital interactions rather than exploring tangible devices or augmenting the interactions with different stimuli. In addition, these playful activities are already predefined and do not change over time, while they require that a human has to be the one providing the device or technology to the animal. If humans could focus more on their participation as active players of an interactive system aimed for animals instead of being concerned about holding a device for the animal or keep the system running, this might help to create stronger bonds between species and foster better relationships with animals. Moreover, animals' mental and physical stimulation are important aspects that could be fostered if the playful systems designed for animals could offer a varied range of outputs, be tailored to the animal's behaviors and prevented the animal to get used to the system and lose interest.
Therefore, this thesis proposes the design and development of technological playful environments based on Natural User Interfaces that could adapt and react to the animals' natural interactions. These pervasive scenarios would allow animals to play by themselves or with a human, providing more engaging and dynamic playful activities that are capable of adapting over time. / Pons Tomás, P. (2018). Towards Intelligent Playful Environments for Animals based on Natural User Interfaces [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/113075 / Compendio
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Designing Public Play : Playful Engagement, Constructed Activity, and Player ExperienceBack, Jon January 2016 (has links)
This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement. The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science. The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design. The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths. Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.
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Le jeu sous contrôle : analyse sociologique des formes de régulations à l'oeuvre dans la pratique contemporaine du poker en France / Gambling under control : a sociological analysis of contemporary poker playing regulations in FrancePiedallu, Jeanne 30 October 2014 (has links)
Ce travail de thèse a comme ambition de mettre à jour les formes de régulations à l’œuvre dans la pratique contemporaine du poker, au moment même où cette activité ludique fait l’objet d’un profond renouvellement tant technique (à travers son développement sur Internet à partir du milieu des années 1990) que législatif (à travers la légalisation et l’ouverture à la concurrence de cette offre en ligne en 2010). En mobilisant les notions de liberté et de contrôle, nous cherchons à mettre à jour et à comparer la façon dont les joueurs, leurs représentants et les institutions participent à l’activité de régulation sociale au sein de contextes ludiques particuliers. Afin de répondre à cet objectif, nous avons analysé successivement trois situations ludiques commerciales : les parties clandestines de poker « en dur », les parties illégales de poker sur Internet et les parties légales de poker en ligne. Il s’agissait donc d’aborder une forme ludique traditionnelle à l’âge d’Internet. Les données ont été recueillies suivant une approche socio-anthropologique, inductive et qualitative. L’analyse dynamique entre les mécanismes de transgression et de régulation fait apparaître que les joueurs de poker (en tant qu’acteurs individuels ou collectifs) cherchent, au niveau microsocial, à jouer avec la règle et, au niveau méso-social, à jouer sur la règle. De plus, nous montrons que les formes de régulations (formelles, informelles, endogènes et exogènes) et leurs modes de cohabitation dépendent du contexte légal (offre légale ou illégale) et technique (jeu en ligne ou hors ligne) dans lequel l’activité ludique se déroule. / The present dissertation offers an analysis of the various regulations at work in contemporary poker whilst it is currently undergoing profound transformations, both technical (expansion of internet playing since the 90’s) and legal (liberalization of the online gambling market in 2010). Through the notions of liberty and control, we endeavor to uncover and compare the different manners through which poker players, their representatives and institutions take part in the social regulation of a hobby related activity. We have identified and analyzed three different contexts of merchandised poker playing: underground “real-card” games; online and illegal games; and online and legal ones. Our principal aim is thus to investigate the evolution of a traditional form of hobby in the Internet era. Data has been gathered through a socio-anthropological approach, both inductive and qualitative. The results of the dynamic analysis of transgression and regulation mechanisms indicate that poker players (either individuals or groups) seek either to play with the rules – at a micro-social scale – or to play on the rules – at a macro-social scale. Moreover, our results show that the different forms of regulation (formal, informal, endogenous and exogenous) and their coexistence depend on both the legal (legal vs. illegal) and technical (online vs. offline) contexts of poker playing.
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O lúdico e o maravilhoso em O sofá estampado de Lygia Bojunga NunesLessa, Vander Lúcia Silva 16 June 2010 (has links)
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Previous issue date: 2010-06-16 / The subject matter of this study is grounded on the analysis of the playful and wonderful aspects contained in the book O sofá estampado, of Lygia Bojunga Nunes. The issue of the research is based on the study of the fantastic aspects of some points of the narrative in which the imaginary and wonderful predominate and, as a consequence, are identified from the narrative construction, that is, in the characters universe. A bibliographic review was conducted for the wonderful, strange and fantastic concepts from different theorists viewpoints in order to try to clarify and set the framework of each concept. After studying such themes and procedures regarding these genders of imaginary, we found that Todorov s theory is the one which best applies to the analysis of the LBN text. We also looked into how unreal characters Dalva and Vítor are framed by the real effects of the speech, creating a verisimilitude effect in the narrative. For this purpose, we revisited Aristotle and the major theorists such as Barthes to look into the mimesis and verisimilitude concepts. The wonderful or the fantastic substantiates whenever the character Vítor digs to find a balance in the universe of the desert street, whereas the wonderful or the fantastic is a resource which allows to shorten the time of maturity of the character, since, by using magic, the character runs from unbalance to balance faster, otherwise the narrative would take much more time. The universe of the desert street may take different meanings, e.g. the character s search for knowledge inside itself. Accordingly, the work is interesting for the reader of any age and different intellectual levels, since it allows various levels of understanding and reading / O objeto de estudo desta dissertação fundamenta-se na análise dos aspectos lúdico e maravilhoso presentes no livro O sofá estampado de Lygia Bojunga Nunes. O problema da pesquisa baseia-se no estudo do fantástico. Para que seja identificado, devemos observá-lo a partir da construção narrativa, ou seja, do universo das personagens. Inicialmente foi feita uma revisão bibliográfica dos conceitos de maravilhoso, de estranho e de fantástico, sob o ponto de vista de diferentes teóricos, para tentarmos clarear e delimitar cada conceito. Depois de estudarmos os temas e procedimentos referentes a esses gêneros do imaginário, constatamos que a teoria de Todorov é a que melhor se aplica à análise do texto de Lygia Bojunga Nunes. Foi investigado também como as personagens Dalva e Vítor são captadas pelos efeitos do real do discurso, criando-se na narrativa um efeito de verossimilhança. Para isso retomamos a Aristóteles e aos principais teóricos como Barthes, para estudarmos os conceitos de mimese e verossimilhança. A inscrição do maravilhoso ou do fantástico é um recurso capaz de encurtar o tempo de amadurecimento da personagem, pois usando a magia, a personagem passa de um estágio de desequilíbrio ao de equilíbrio mais rapidamente, caso contrário a narrativa se estenderia por muito mais tempo. A inscrição do maravilhoso ou fantástico ocorre sempre que a personagem Vítor cava em busca de equilíbrio no universo da rua deserta - universo de profundidade - a partir do sofá estampado - universo de superfície. O universo da rua deserta pode assumir diferentes significados como a busca de conhecimento da personagem no interior de si mesma. Neste sentido a obra interessa ao leitor de qualquer idade e de diferentes níveis intelectuais, pois possibilita vários níveis de apreensão e de leitura
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Tablets na educação infantil: tecnologia em sala de aula e seus benefícios para o processo de alfabetizaçãoMachado, Ana Margarida Chiavaro 08 December 2014 (has links)
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Previous issue date: 2014-12-08 / Nenhuma / Esta pesquisa tem como principal objetivo favorecer a alfabetização através da inserção de tecnologia na educação infantil. Constitui-se em um estudo qualitativo e quantitativo, fundamentado em observações de aulas e testagens com alunos de Nível B do Colégio Israelita Brasileiro, de Porto Alegre/RS. Foi realizada uma coleta de dados em 2011, e assim foi possível observar o desempenho em relação à leitura e escrita. Este acompanhamento prosseguiu em 2012, em um trabalho piloto com o uso do tablet na aula, em 2013, com algumas inserções do dispositivo, e finalizado em 2014, em um trabalho efetivo da inclusão das tecnologias. Teóricos como Fortuna (2001), Kishimoto (2001), Huizinga (2004), Amante (2011), Tapscott (2010), Huizinga (2004), Levy (1999), Ferreiro (1999), Vygotskty (1991), sustentam o embasamento das afirmativas apresentadas sobre lúdico, tecnologias educacionais e alfabetização. A análise dos dados revelam que tablets em sala de aula podem favorecer o processo de letramento de alunos de 5 a 6 anos, pois ampliam as situações lúdicas, bem como o contato com o ambiente letrado, percebendo-se dessa forma, a tecnologia como forte aliada do professor na estruturação de estratégias inovadoras e eficientes na aprendizagem. / This research have the main objective to promote literacy through the process of insertion of mobile technology in early childhood education. It constitutes a qualitative and quantitative study, based on classroom observation and testings with students in Level B at Colegio Israelita Brasileiro, Porto Alegre / RS. Data collection started in 2011, and it was possible to observe the students development about literacy. This monitoring continue in 2012, in a accomplished pilot work with tablet, in 2013, followed by some initiatives using technologies, and finished in 2014, with an effective work for the inclusion of this technology in the school. Theorists like Fortuna (2001), Kishimoto (2001), Huizinga (2004), Amante (2011), Tapscott (2010), Huizinga (2004), Levy (1999), Ferreiro (1999), Vygotskty (1991), support the basis of the presented statements about playful, educationals technologies and literacy. The analysis of data from field diaries and student assessment revealed that the inclusion of tablet in the classroom can favor the literacy process of 5-6 year-old students and also expand the play situation and also contact with the literate environment. We perceived the technology as a strong ally of the teacher in structuring innovative and effective strategies in learning the written language.
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