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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Diretrizes para projeto de recursos educacionais digitais voltados à educação bilíngue de surdos

Quixaba, Maria Nilza Oliveira January 2017 (has links)
O objeto desta tese é um conjunto de diretrizes para projeto de recursos educacionais digitais, voltados para educação bilíngue de surdos. O público alvo primário deste trabalho, no entanto, não são os estudantes surdos, nem mesmo seus professores. O público alvo são designers: os profissionais que irão usar as diretrizes para projetar (e desenvolver) recursos educacionais para serem usados pelos estudantes surdos (e seus professores). A importância deste trabalho se deve ao fato que a maior parte dos designers não tem conhecimento científico ou empírico sobre o contexto e as necessidades dos estudantes surdos, tampouco reconhecem o bilinguismo como uma necessidade comunicacional e educacional. Utilizou-se um método chamado Mapas de Conceito, de Trochim (1989), que consistiu nas etapas: a) Preparação – coleta de fontes bibliográficas e entrevistas com professores; b) Compilação – onde o conjunto de diretrizes foi consolidado, gerando uma listagem com 185 diretrizes, sendo 75 oriundas de fontes bibliográficas e 110 de entrevistas com professores, as quais após análise, foram reduzidas para 50; c) Estruturação - etapa em que um grupo de 13 professores avaliou e agrupou as diretrizes, o que resultou num conjunto de 33; d) Representação – agrupamento das 33 diretrizes por meio das técnicas exploratórias Escala Multi Dimensional e Análise Hierárquica de Cluster; e)Elaboração do conjunto final. O conjunto de diretrizes sintetiza conhecimentos de diferentes áreas de difícil acesso ao designer. Acredita-se que a disponibilização das diretrizes compiladas nesta pesquisa possa auxiliá-los a produzir recursos educacionais bilíngues. / The purpose of this thesis is to propose a set of guidelines for the design of digital educational resources, aimed at bilingual education of the deaf. The primary target audience for this work, however, are not deaf students, not even their teachers. The target audience are designers: professionals who will use the guidelines to design (and develop) educational resources for use by deaf students (and their teachers). The importance of this work is due to the fact that most designers do not have scientific or empirical knowledge about the context and needs of deaf students, nor do they recognize bilingualism as a communicational and educational need. We used a method called Concept Maps (TROCHIM, 1989), which consisted of the following steps: a) Preparation - collection of bibliographic sources and interviews with teachers; b) Compilation - where the set of guidelines was consolidated, generating a listing with 185 guidelines, of which 75 were from bibliographic sources and 110 from interviews with teachers, which, after analysis, were reduced to 50; c) Structuring - stage in which a group of 13 teachers evaluated and grouped the guidelines, which resulted in a set of 33; d) Representation - grouping of the 33 guidelines through exploratory techniques Multi-Dimensional Scale and Hierarchical Cluster Analysis; e) Preparation of the final set. The set of guidelines synthesizes knowledge of different areas of difficult access to the designer. It is believed that the provision of the guidelines compiled in this research can help them to produce bilingual educational resources.
12

Exercício de cidadania na Escola Pública Moçambicana apoiado por um jogo digital educacional : Projeto Civitas

Zavala, Armando João January 2018 (has links)
O ensino - aprendizagem mediados por jogos digitais educacionais, quando integrados ao currículo de educação formal podem, além do desenvolvimento atencional-cognitivo, potencializar a construção de conhecimentos nas suas diversas nuances, bem como promover a capacidade imaginativa, estimulando o exercício da cidadania. Partindo desta propositura, esta tese estuda a possibilidade concreta de inserir um jogo digital educacional de construção de cidades em uma disciplina de TIC na escola pública, apoiado pela metodologia ativa do Projeto Civitas, e voltado para o exercício da cidadania. Assim, o estudo questiona sobre que efeitos o jogo Città, integrado na proposta metodológica do Civitas pode produzir na formação de alunos para o exercício da cidadania. A tese surge do questionamento do autor às práticas docentes no contexto de sala de aula no ensino secundário em Moçambique, instigada pela imersão do mesmo nas dinâmicas e vivências do grupo de pesquisa do Laboratório de Estudos em Linguagem, Interação e Cognição (LELIC/UFRGS), desde 2014, através da cooperação internacional do Projeto Civitas Brasil-Moçambique. Metodologicamente, adotamos uma abordagem dialógica, na perspectiva Bakhtiniana das pesquisas em ciências humanas Os enunciados advindos do diário de campo, software Multipoint Server 2011 e facebook, foram apreciados de acordo com o quadro referencial mencionado, o que nos permitiu trabalhar a sua arquitetônica dialógica na perspectiva ato responsável. Os resultados da pesquisa dão pistas de que experimentações envolvendo jogos digitais educacionais de construção, apoiados por essa metodologia ativa do Civitas, possibilitam explorar problemáticas de cidades na perspectiva ético-estético-política, potencializando um viés interdisciplinar. As aprendizagens decorrentes possibilitam a formação de valores como cooperação, solidariedade, reciprocidade, capacidade expressiva, crítica, de escuta e de responsabilidade para além da construção de conhecimentos. / Teaching and learning mediated by digital educational games, when integrated into the formal education curriculum can, in addition to attentional - cognitive development, potentialize the construction of knowledge in its various nuances, as well as promote the imaginative capacity, stimulating the exercise of citizenship. Starting from this proposition, this thesis studies the concrete possibility of inserting a digital educational game of city construction in an ICT discipline in the public school, supported by the active methodology of the Civitas Project, and focused on the exercise of citizenship. Thus, the study questions what effects the game Città, integrated in the methodological proposal of the Civitas can produce in the formation of students for the exercise of citizenship. The thesis arises from the author's questioning of teaching practices in the context of a secondary school classroom in Mozambique, instigated by the immersion of the same in the dynamics and experiences of the research group of the Laboratory of Studies in Language, Interaction and Cognition (LELIC / UFRGS) , since 2014, through the international cooperation of Projeto Civitas Brasil- Moçambique. Methodologically, we adopt a dialogical approach, in Bakhtin's perspective of research in human sciences The statements from the field diary, software Multipoint Server 2011 and facebook, were appreciated according to the aforementioned frame of reference, which allowed us to work with its dialogic architecture in the perspective of responsible action. The results of the research give clues that experiments involving digital educational games, supported by this active methodology of the Civitas, make it possible to explore urban problems from the ethical-aesthetic-political perspective, enhancing an interdisciplinary bias. The resulting learning enables the formation of values such as cooperation, solidarity, reciprocity, expressive capacity, critical, listening and responsibility in addition to building knowledge.
13

Youths in dialogue: digital educational practices and tessitura imagery / Juventudes em diÃlogo: prÃticas educativas digitais e tessituras imagÃticas

Simone de FÃtima Brichta 29 July 2015 (has links)
nÃo hà / This research with youths unfolds itself in an analysis of digital educational practices (DEPs) about mediating possibilities of art through images. Pictures are taken as meaningful through the production of audiovisual narratives, shared on socialnetworks by young high school students. The DEPs are addressed from EMdiÃlogo Portal, as practice of youths observatory, operating in national territory network of universities, with support of the Ministry of Education - MEC. In Fortaleza, that was conducted in partnership with the Federal University of Cearà - UFC, having as central scenario the imagetic field of youth culture of the State School President Castelo Branco, in 2013. With the analytical field of research, students from popular classes from public state schools, we have seen the power of these spaces as socializing factors, but with needing of new forms of production of subjectivities, where interaction and dialogue can afford the art mode, creating new sensitivities in considered young multidimensional subjects. The movement of these young people was analyzed under the conceptual prism of Youth, DEPs and Images. To discuss the investigation of such imagery creations in her expressive content, these productions was unveiled with the representations of bodies, values, daily life and imagination of youth culture. The image as a practice that puts into play the subjectivity of each individual, which makes turning himself more deeply in a production of meaning to their experiences, culminating in a look at their living conditions as a mean of expression more critical of themselves, the group and the other. The daily life and imagination of youth culture, as trials of self and other, indicate an interlaced complex of conflictualities and new socializing propositions, when mediation of educators occurs in a certain way - as stimulating the youth position as actors of their lives and expressions. Thus, it was seen that the presencial educational mediation is critical in digital educational practices and also that in these movements of artistic expressiviness, the exercise of authorship should be done where the reception of images is combined with an enhancement of imagery artistic production. In this movement, the subjects exchange places and perpectives, constituting significational fields. So it is that in this qualitative research, when configuring itself upon the observation in virtual ethnography, we can see how it takes place the critical and creative juvenile reflection in the school context, since a new visual culture can counteract the other mass forms of tame the subject insert in the merchandise logic. Evidencing authoral compositions of the subjects in the weaving of their imagery artistic experiences we believe it is possible to image culture gestate itself within new socialization parameters in weavings of imagery artistic experiences. / Este trabalho de pesquisa com as juventudes se desdobra em uma anÃlise das prÃticas educativas digitais (PEDs) acerca das possibilidades mediadoras da arte atravÃs das imagens. As imagens sÃo tomadas como significativas por meio da produÃÃo de narrativas a udiovisuais, compartilhadas em redes sociais por jovens estudantes do Ensino MÃdio. As PEDs sÃo abordadas a partir do Portal EMd iÃlogo, Ãnsito como prÃtica do observatÃrio de juventudes, atuante no territÃrio nacional, em uma rede de universidades, com apoio do MinistÃrio da EducaÃÃo - MEC. Em Fortaleza, foi realizado em parceria com a Universidade Federal do Cearà â UFC, apresentando como cenÃrio central o plano imagÃtico das culturas juvenis da Escola Estadual Presidente Castelo Branco, no ano de 2013. Tendo como campo analÃtico da pesquisa estudantes das classes populares da rede estadual pÃblica de ensino, vimos a potÃncia desses espaÃos como agÃncias socializadoras, mas necessitando alimentar - se de novas formas de produÃÃo de subjetividades, onde a i nteraÃÃo e o diÃlogo possam se dar ao modo da arte, criando sensibilidades novas, em sujeitos jovens considerados de modo multidimensio nal. O movimento desses jovens foi analisado sob o prisma conceitual das Juventudes, PrÃticas Educativas Digitais e Image ns . Ao problematizar a investigaÃÃo dessas criaÃÃes imagÃticas em seus conteÃdos expressivos, desvelou - se a produÃÃo tecida com as representaÃÃes dos corpos, valores, cotidiano e imaginÃrio das culturas juvenis. A imagem como prÃtica que coloca em cena as subjetividades de cada indivÃduo, que o faz voltar - se a si mesmo de maneira mais profunda em uma produÃÃo de sentidos para suas experiÃncias, culmina em um olhar sobre suas condiÃÃes de vida, como meio de expressÃo mais crÃtica de si, do grupo e do outro. O cotidiano e imaginÃrio das culturas juvenis, como experimentaÃÃes de si e do outro, assinalam um entrelaÃado jogo de conflitualidades e de novas proposiÃÃes socializadoras, quando a mediaÃÃo dos educadores se dà de certo modo - como estimuladora da posià Ão dos jovens como atores de suas vidas e expressÃes. Desse modo, viu - se que a mediaÃÃo educadora, presencial, à fundamental em prÃticas educativas digitais e que nesses movimentos de expressividade artÃstica o exercÃcio de autorias se deve fazer onde a re cepÃÃo de imagens se alia a uma potencializaÃÃo da produÃÃo artÃstica imagÃtica. Neste movimento, os sujeitos trocam lugares e deslocam olhares, constituindo campos de significaÃÃo. Assim à que nesta pesquisa qualitativa, ao se configurar valendo - se da obs ervaÃÃo em etnografia virtual, podemo s ver como à preciso situar a reflexÃo crÃtica e criativa juvenil no contexto escolar, jà que uma cultura visual nova pode se contrapor a outras formas massivas de 6 apassivar o sujeito inserto na lÃgica da mercadoria. Ev idenciando as composiÃÃes autorais dos sujeitos, nas tessituras de suas experiÃncias artÃsticas imagÃticas, julgamos ser possÃvel uma cultura da imagem se gestar dentro de novos parÃmetros de socializaÃÃo nas tessituras de experiÃncias artÃsticas imagÃtica s
14

Pornografia de VinganÃa em Redes Sociais: Perspectivas de Jovens Vitimadas e as PrÃticas Educativas Digitais / Revenge Porn in Networks: Young Prospects and Practices Victimized Educational Digital

Bruna Germana Nunes Mota 23 March 2015 (has links)
FundaÃÃo de Amparo à Pesquisa do Estado do Cearà / A Internet nos proporciona o acesso Ãs informaÃÃes em tempo real, possibilita as mais variadas conexÃes de conhecimentos. Com todas essas facilidades, a Internet proporciona tambÃm perigos, os chamados Crimes Virtuais, que sÃo caracterizados por delitos praticados atravÃs do meio virtual, podem ser enquadrados no CÃdigo Penal Brasileiro e os infratores estÃo sujeitos Ãs penas previstas na Lei. O intuito do ensaio à problematizar as PrÃticas Educativas Digitais (PEDs) relacionadas com os crimes virtuais, em especial a Pornografia de vinganÃa. Esta Ãltima tem se revelado um problema recorrente entre os jovens, logo, importa entender como as PEDs podem colaborar com a prevenÃÃo da exposiÃÃo de adolescentes na WEB. O objetivo da pesquisa em tela à compreender como as PrÃticas Educativas Digitais podem mediar Ãs aprendizagens no uso das redes virtuais minimizando os crimes virtuais e a pornografia de vinganÃa. Para realizar a pesquisa foi necessÃrio utilizar conceitos sobre as PEDs, redes sociais on-line, a pornografia de vinganÃa, bem como situar esta Ãtilma na ConstituiÃÃo da RepÃblica, uma vez que, tratamos das penalidades para o crime virtual. A pesquisa à amparada teoricamente em estudiosos como: Foucault 1996, Virilio 1996, Castells 2003, Alfradique 2006, JÃnior 2006, Pinheiro 2006, Kenski 2007, Burke 2008, Lemos 2010, Maingueneau 2010, Grillo 2011; dentre outros. Utiliza-se a metodologia da HistÃria Oral TemÃtica, logo, a coleta e dados foram realizadas por meio das entrevistas orais livres, com duas garotas vÃtimas da exposiÃÃo nas redes sociais. TambÃm se utilizou de questionÃrios mistos com alunos, professores e um representante da direÃÃo com vistas a ampliar o entendimento acerca da compreensÃo dos jovens sobre a pornografia de vinganÃa. Ensejando ouvir os jovens, permitiu-se constatar que a prÃtica à muito conhecida entre eles ainda que o termo pornografia de vinganÃa traduzisse um certo estranhamento. Os resultados tambÃm exprimiram que dentre quarenta e quatro participantes do estudo, vinte e um alunos jà conheceram alguÃm que foi vÃtima de exposiÃÃo e dezesseis destes alunos jà receberam materiais pornogrÃficos caracterizados com a pornografia de vinganÃa. Discute-se que, com a expansÃo da Internet e a facilidade de comunicaÃÃo por meio das mensagens instantÃneas, como aplicativo WhatsApp, hà o aumento da divulgaÃÃo de material pornogrÃfico. Este fato enseja a necessidade de efetivar aÃÃes para proteger o pÃblico vÃtima da exposiÃÃo, em especial meninas por serem mais prejudicadas no Ãmbito social. As leis tem sido brandas e dificilmente alguÃm à punido por cometer pornografia de vinganÃa, pois as fotos sÃo divulgadas por meio do aplicativo WhatsApp, que dificulta consideravelmente o autor da postagem. SÃo diversas as pessoas que compartilham os post vexatÃrios e contribuem para a disseminaÃÃo da pornografia de vinganÃa, dificultando desta maneira, a puniÃÃo dos envolvidos na divulgaÃÃo das fotos. / The Internet gives us the access to information in real time and also allows the most varied content connections. With all these facilities, the Internet also provides dangers, called Virtual Crimes that are characterized by crimes committed through the virtual environment. They can be framed in the Brazilian Penal Code and violators are subject to penalties under the law. The test purpose is to discuss the Digital Educational Practices (DEPs) related to cybercrime, especially revenge porn. This has been a recurring problem among teenagers, so understanding how the DEPs can collaborate with the prevention of exposure teens on the web. The goal is to understand how the Digital Educational Practices may mediate the learning in the use of virtual networks, minimizing cyber crime and pornography for revenge. To conduct the research, was necessary to use concepts of DEPs, revenge porn and the Republic Constitution, since we treat the penalties for cybercrime. The research methodology is a study supported in literature searches as: Alfradique 2006, Burke 2008, Castells 2003, Grillo 2011 Junior 2006, Kenski 2007, Lemos and Maingueneau 2010, Pinheiro 2006 and Virilio 1996. It is based on oral plan, aimed to collect data in order to appropriate the historical facts. Through interviews, as one of the methodological procedures, all lines were recorded, as a way to approach the history of the subject, in other words, to seek a greater understanding of the vestiges of the past. In addition to interviews, we apply questionnaires with the students, teachers and a management representative. Those questionnaires proposed a more comparative and qualitative analysis. Trying to understand the occurrence of pornography related to young people, we clarify that the practice is well known among them, but the revenge of pornography term brings strangeness. So, between the results, it is concluded that between forty-four students, twenty one students met someone who was a victim of exposure and, at least, sixteen students have received pornographic materials, characterized with pornography for revenge. Currently, the expansion of the Internet and the facility of communication through instant messaging, such as WhatsApp application, have contributed to the increased dissemination of pornographic material. The fact is that something must be done to protect girls who are victims of exposure. The laws have been mild and hardly anyone is punished for committing the acts, because the photos are released through the application WhatsApp and are several people share and contribute to the dissemination of the material to a very large number of users, making it difficult in this way, the punishment of those involved in the release of the photos.
15

Interad : uma metodologia para design de interface de materiais educacionais digitais

Passos, Paula Caroline Schifino Jardim January 2011 (has links)
Este trabalho apresenta o desenvolvimento de uma metodologia para design de materiais educacionais digitais (MEDs). Neste estudo, considera-se como MED os recursos digitais elaborados com objetivos relacionados à aprendizagem. Mediante a revisão bibliográfica realizada foi verificado que os estudos referentes ao desenvolvimento desses tipos de materiais não contemplam de forma adequada questões relativas ao design gráfico de interface. Por outro lado, as metodologias disponíveis para design de interface têm foco comercial, não sendo ideais para a elaboração de MED. Por meio do levantamento de estudos educacionais para elaboração de MED e de metodologias de design de interfaces em geral, adquiriu-se referencial para o desenvolvimento de uma nova metodologia com foco educacional. A metodologia construída foi testada em um estudo de caso realizado com pesquisadores do Núcleo de Tecnologia Aplicada à Educação (NUTED/UFRGS). Após este estudo, a metodologia foi reformulada e recebeu o nome de Interad (Interfaces Interativas Digitais aplicadas à Educação). Como forma de validação da metodologia Interad foi realizado, junto à Secretaria de Educação a Distância (SEAD/UFRGS), um curso para capacitação na produção de MED. Como recurso auxiliar a este curso foi desenvolvido um objeto de aprendizagem que apresenta a metodologia acrescida de exemplos e desafios para sua aplicação prática. Os alunos do curso cumpriram satisfatoriamente os desafios propostos, o que demonstrou a aplicabilidade da metodologia Interad. / This work presents the development of a design methodology of digital educational material (MEDs). Throughout this study we consider digital resources implemented with the objective related to learning as MEDs. In view of the bibliographical review undertaken, it was seen that studies related to the development of this type of material don't take into account issues related to the design of the graphical interface. On the other hand, the methodologies available for graphic design have a commercial focus, which makes them unsuitable for the implementation of MED. By means of survey of educational studies for the implementation of MED and design methodologies of interfaces in general, insight was gained for the development of a new methodology with an educational focus. The methodology build was tested in a study case done with researchers of Nucleus of Technology applied to Education (NUTED/UFRGS). After this study, the methodology was redesigned and named Interad (Interactive Digital Interfaces applied to Education). As a way to validate the Interad methodology was conducted a training course for the production of MED at the Department of Distance Education (SEAD/UFRGS). As an aid to this course was developed a learning object that presents the methodology with examples and challenges for practical implementation. Students who attended the course satisfactorily met the challenges presented, demonstrating the applicability of the Interad methodology.
16

Mídias educacionais digitais à luz das normatizações nacionais e internacionais de acessibilidade: um estudo de caso da UFJF

Machado, Fabricio Brunelli 18 August 2014 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2017-04-06T20:39:54Z No. of bitstreams: 1 fabriciobrunellimachado.pdf: 1734930 bytes, checksum: 282d36fc8afcb594bca21a70dbdb5864 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2017-04-07T16:16:14Z (GMT) No. of bitstreams: 1 fabriciobrunellimachado.pdf: 1734930 bytes, checksum: 282d36fc8afcb594bca21a70dbdb5864 (MD5) / Made available in DSpace on 2017-04-07T16:16:14Z (GMT). No. of bitstreams: 1 fabriciobrunellimachado.pdf: 1734930 bytes, checksum: 282d36fc8afcb594bca21a70dbdb5864 (MD5) Previous issue date: 2014-08-18 / O objetivo central deste trabalho envolve a produção de alguns produtos exemplos de mídias educacionais digitais (audiovisual, de áudio, escrita e multimídia) que tenham em seu âmago todos os quesitos e normas de acessibilidade, de modo a servir de parâmetro para os cursos hoje existentes na UFJF. Também, produzir uma mídia audiovisual que instrua os cursos no tocante aos requisitos de acessibilidade das mídias educacionais digitais. A fundamentação desses modelos foi pensada a partir da análise da legislação internacional e nacional acerca do tema, que versa sobre a acessibilidade, entendida esta como maneira de eliminar barreiras, sejam de que natureza forem, propiciando uma vida melhor para quem não tem acesso em condições normais aos diversos bens produzidos pela sociedade. Essa fundamentação se pauta inclusive na análise da normatização técnica pertinente. No capítulo 1, a pesquisa focou a legislação internacional e nacional acerca da acessibilidade. Já o capítulo 2 versou sobre as normas técnicas sobre acessibilidade existentes e sobre os estudos anteriormente publicados sobre o assunto. Esses estudos comprovaram que há muitos recursos de tecnologia assistiva à disposição dos autores de mídias educacionais digitais acessíveis. Também revelou que não é um processo excessivamente complexo a adequação de acessibilidade aqui propugnada. Este estudo ainda foi cotejado com outras duas análises qualitativas. A primeira diz respeito aos dados da UFJF, entidade que não apresenta, em três dos seus principais setores produtores de materiais didáticos, quais sejam, Centro de Educação a Distância (CEAD), Instituto de Ciências Exatas (ICE) – mídias produzidas no seio do Edital 15/2010/DED/CAPES – e Produtora de Multimeios – materiais produzidos para a Faculdade de Administração e Ciências Contábeis da UFJF, adequação de acessibilidade das mídias produzidas. A segunda se dá com relação aos dados que indicam da existência de alunos deficientes no seio da instituição, inclusive auditivos e visuais, atingidos mais diretamente pelos benefícios das tecnologias digitais assistivas que ajudam na adequação de acessibilidade das mídias educacionais digitais acessíveis. Desse modo, no capítulo 3, são trazidos modelos de produção de mídias educacionais digitais acessíveis separado por espécies (audiovisual, de áudio, escrita e multimídia), tornando concreta toda normatização analisada. Da mesma maneira, ainda é produzido um material audiovisual que orienta os autores e quem os ajuda na missão de construir mídias digitais, sejam docentes ou técnicos, a adequar a produção ao público deficiente existente na UFJF. Chega-se à conclusão de que tal adequação é, de certa maneira, exequível e deve figurar como uma prática dos autores. Por fim, é importante ressaltar que foi feito um estudo de caso, em que observações e pesquisas documentais e bibliográficas tiveram preponderância fundamental. São feitas, ainda, em forma de considerações finais, ponderações quanto à implementação dos modelos nos cursos da UFJF. / The central objective of this work involves the production of some product examples of digital educational media (visual, audio, written and multimedia) that have at their core all requirements and accessibility standards in order to serve as a benchmark for existing courses today in UFJF. Also produce an audiovisual media to instruct courses regarding accessibility requirements of digital educational media. The basis of these models was designed based on the analysis of national and international on the subject, which deals with accessibility legislation, understood as a way to eliminate barriers, whether of any nature whatsoever, providing a better life for those who have no access conditions normal to the various goods produced by society. Such reasoning is guided in the analysis including the relevant technical norms. In chapter 1, the research focused on international and national legislation regarding accessibility. Chapter 2 already versou on existing technical standards on accessibility and on previously published studies on the subject. These studies show that there are many assistive technology resources available to the authors of accessible digital educational media. Also revealed that a process is not overly complex adequacy accessibility advocated here. This study was also collated with two other qualitative analyzes. The first relates to data UFJF, an entity that does not present, in three of its main sectors producing teaching materials, namely, Centre for Distance Education (CEAD), Institute of Exact Sciences (ICE) - media produced within the Notice 15/2010/DED/CAPES - and Multimedia Producer - materials produced for the College of Business Administration and Accounting UFJF, adequacy of accessibility of media produced. The second is with respect to data that indicate the existence of disabled students within the institution, including auditory and visual, more directly affected by the benefits of digital assistive technologies that help in adjusting accessibility of accessible digital educational media. Thus, in Chapter 3, are brought production models accessible digital educational media separated by species (visual, audio, written and multimedia), making concrete the entire standardization analyzed. Likewise, it is still produced an audiovisual material that guides authors and those who help them in their mission to build digital media, are teachers or technicians, to adapt production to the existing poor public UFJF. Comes to the conclusion that such adaptation is, in a way, enforceable and shall appear as a practice of the authors. Finally, it is important to note that a case study, in which observations and documentary and literature searches were instrumental preponderance was done. They are also made in the form of final thoughts, considerations regarding the implementation of the models in the courses UFJF.
17

Exercício de cidadania na Escola Pública Moçambicana apoiado por um jogo digital educacional : Projeto Civitas

Zavala, Armando João January 2018 (has links)
O ensino - aprendizagem mediados por jogos digitais educacionais, quando integrados ao currículo de educação formal podem, além do desenvolvimento atencional-cognitivo, potencializar a construção de conhecimentos nas suas diversas nuances, bem como promover a capacidade imaginativa, estimulando o exercício da cidadania. Partindo desta propositura, esta tese estuda a possibilidade concreta de inserir um jogo digital educacional de construção de cidades em uma disciplina de TIC na escola pública, apoiado pela metodologia ativa do Projeto Civitas, e voltado para o exercício da cidadania. Assim, o estudo questiona sobre que efeitos o jogo Città, integrado na proposta metodológica do Civitas pode produzir na formação de alunos para o exercício da cidadania. A tese surge do questionamento do autor às práticas docentes no contexto de sala de aula no ensino secundário em Moçambique, instigada pela imersão do mesmo nas dinâmicas e vivências do grupo de pesquisa do Laboratório de Estudos em Linguagem, Interação e Cognição (LELIC/UFRGS), desde 2014, através da cooperação internacional do Projeto Civitas Brasil-Moçambique. Metodologicamente, adotamos uma abordagem dialógica, na perspectiva Bakhtiniana das pesquisas em ciências humanas Os enunciados advindos do diário de campo, software Multipoint Server 2011 e facebook, foram apreciados de acordo com o quadro referencial mencionado, o que nos permitiu trabalhar a sua arquitetônica dialógica na perspectiva ato responsável. Os resultados da pesquisa dão pistas de que experimentações envolvendo jogos digitais educacionais de construção, apoiados por essa metodologia ativa do Civitas, possibilitam explorar problemáticas de cidades na perspectiva ético-estético-política, potencializando um viés interdisciplinar. As aprendizagens decorrentes possibilitam a formação de valores como cooperação, solidariedade, reciprocidade, capacidade expressiva, crítica, de escuta e de responsabilidade para além da construção de conhecimentos. / Teaching and learning mediated by digital educational games, when integrated into the formal education curriculum can, in addition to attentional - cognitive development, potentialize the construction of knowledge in its various nuances, as well as promote the imaginative capacity, stimulating the exercise of citizenship. Starting from this proposition, this thesis studies the concrete possibility of inserting a digital educational game of city construction in an ICT discipline in the public school, supported by the active methodology of the Civitas Project, and focused on the exercise of citizenship. Thus, the study questions what effects the game Città, integrated in the methodological proposal of the Civitas can produce in the formation of students for the exercise of citizenship. The thesis arises from the author's questioning of teaching practices in the context of a secondary school classroom in Mozambique, instigated by the immersion of the same in the dynamics and experiences of the research group of the Laboratory of Studies in Language, Interaction and Cognition (LELIC / UFRGS) , since 2014, through the international cooperation of Projeto Civitas Brasil- Moçambique. Methodologically, we adopt a dialogical approach, in Bakhtin's perspective of research in human sciences The statements from the field diary, software Multipoint Server 2011 and facebook, were appreciated according to the aforementioned frame of reference, which allowed us to work with its dialogic architecture in the perspective of responsible action. The results of the research give clues that experiments involving digital educational games, supported by this active methodology of the Civitas, make it possible to explore urban problems from the ethical-aesthetic-political perspective, enhancing an interdisciplinary bias. The resulting learning enables the formation of values such as cooperation, solidarity, reciprocity, expressive capacity, critical, listening and responsibility in addition to building knowledge.
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Teacher attitudes and practices regarding the use of digital educational games for student motivation in the English language classroom / Lärares attityder och praktik för användning av digitala utbildningsspel för elevers motivation i det Engelskspråkiga klassrummet

Fredriksson, Anncharlotte, Mårtensson Ramirez, Vanessa January 2021 (has links)
The purpose of incorporating digital educational games in educational settings is to engage the students' desire to learn. The aim of the syllabus for upper secondary school, as expressed by Skolverket (2011) is to support the students for lifelong learning and in order to do so, motivation is needed. However, a problematic gap can be found between “games” and “formal education” which are two different concepts which cross paths in this study. One path shows the foundation of the Swedish steering documents, and the other displays the motivational aspects of implementing digital educational games in educational settings. This qualitative research uses questionnaire surveys with structured questions and semi-structured follow-up interviews via email in order to examine to what degree digital educational games can be implemented in the English 6 classroom. It investigates the effectiveness of digital educational games in regard to English teaching and teachers’ attitudes and beliefs. The results display different approaches teachers could take when incorporating digital educational games in their classroom but also show significant factors such as teachers' experiences in the digital classroom. The research concludes that digital educational games can be used to encourage student motivation and in the teaching practices of upper secondary school teachers in Malmö. This is therefore an important area that should be further researched to ensure that teachers receive sufficient guidance and experience for using digital educational games in the English classroom.
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Äger eller suger? : En studie av elevers upplevelser av delaktighet vid användandet av digitala läromedel

Fahlesson, Susanne, Bergelin, Agneta January 2019 (has links)
Abstrakt   Detta examensarbete handlar om att genomföra en kvalitativ fallstudie och med hjälp av metoderna bildanalys och gruppintervjuer öka kunskapen om elevers upplevelser av delaktighet vid användandet av digitala läromedel. I studien ingick 18 elever i årskurs 4 i en skola i norra Sverige samt deras tre undervisande lärare.   Syfte: Studiens övergripande syfte att öka kunskapen om elevers upplevelser av delaktighet vid användandet av digitala läromedel delades upp i tre frågeställningar: Hur uppfattar eleverna att det digitala läromedlet påverkar deras delaktighet? Hur beskriver eleverna användandet av digitala läromedel i skolan? Hur beskriver de undervisande lärarna elevernas delaktighet vid användandet av digitala läromedel?   Metoder: Studien genomfördes utifrån de tre frågeställningarna. De metoder som ingick i studien var bildskapande, där eleverna skapade egenproducerade bilder och korta texter. I samband med elevernas bildskapande genomfördes också kompletterande samtal med eleverna. Gruppintervjuer vid två tillfällen med de undervisande lärarna ingick också som metod i studien. Utifrån delaktighetsmodellen gjordes bildanalys av elevernas egenproducerade bilder och korta texter.   Resultat: Eleverna uttrycker i sina egenproducerade bilder att det är roligt och att det underlättar då de skriver på datorn. Flera elever beskriver att de tycker det är lättare med digitalt läromedel för de behöver bara ta fram en sak. Det som upplevs som jobbigt är när internetuppkopplingen inte fungerar som den ska. Några elever beskriver att det ibland kan vara svårt att hitta i det digitala läromedlet och det var ”krångligt” från början men det fungerar bättre nu. De undervisande lärarna bekräftar att navigationen i det digitala läromedlet var svår initialt. Speciellt svårt var det eftersom flera nya moment infördes. Lärarna uttrycker att det är osäkert om det beror på just det digitala läromedel de valt eller om det är att det är ett nytt sätt att arbeta på. Generellt så uttrycker de flesta av eleverna att använda digitala läromedel och att arbeta med dator är roligare än vanliga böcker. Lärarna beskriver det digitala läromedlet som lustfyllt och att det digitala läromedlet ”fångar” de elever som tycker skolan är svår De allra flesta eleverna uttrycker en arbetsglädje då de beskriver sin användning av digitala läromedel. De undervisande lärarna menar att det digitala läromedlets stora fördel är den snabba feedback som både elever och lärarna får med hjälp av den i det digitala läromedlet inbyggda statistik över gjorda uppgifter. Eleven beskriver känslan av att själv kunna bestämma och påverka vad hen skriver på datorn. Den ger hen en möjlighet att vara delaktighet och hen kan själv påverka sin arbetssituation. Det digitala läromedlet främjar enligt lärarna delaktigheten på så sätt att det inte längre framgår vilken svårighetsgrad eleverna har på sina uppgifter.   Slutsats: Metoden bildanalys var ett bra val, trots att eleverna endast vid ett lektionstillfälle skapade de egenproducerade bilderna så erhölls väldigt mycket information, dock var det svårt att formulera frågorna till eleverna, så att de verkligen kunde beskriva sina upplevelser av delaktighet i bilden, vilket bör ses som metodens svaghet. Vid de kompletterande elevsamtalen beskrev de sina upplevelser av delaktighet. Beträffande gruppintervjuerna så hävdar vi att de undervisande lärarna styrkte det eleverna uttryckt. Resultaten vi fått fram genom vår kvalitativa fallstudie kan vara svåra att överföra och generalisera till andra elevgrupper eftersom de sociala situationerna och lärmiljöerna kan se annorlunda ut för dessa elevgrupper. Resultaten i studien är användbara i den meningen att de kan ligga till grund för skolutveckling gällande delaktighet, digitalisering och digitala läromedel. Ett hinder för att skolor skall kunna säkerställa likvärdigheten och möjlighet att nå de mål som regeringens nationella digitaliseringsstrategi föreskriver är att det är så stor skillnad i hur skolor eller kommuner har ekonomiska medel för att genomföra digitaliseringen av skolan på ett tillfredställande sätt. I slutändan är det lärarnas arbetssätt och användandet av det digitala läromedlet, som kan möjliggöra en tillgänglig lärmiljö där eleverna är inkluderade och delaktiga, inte läromedlet i sig. / Abstract   This thesis is a qualitative case study that aims to increase the knowledge about students’ perceptions of participation when using digital educational tools. The methods used in this case study are image analysis and group interviews. The participants in this study came from a school in the north of Sweden. There where 18 students from grade 4 and 3 of their teachers participating.   Aim: The overarching aim of the study was to increase knowledge about students’ perception of participation when using digital educational tools. The perception of participation was evaluated from three angles: How do the students perceive that the digital educational material affects their participation? How are the students describing the use of digital educational tools in school? How are the teachers describing the use of digital educational tools in school?   Method: The methods used in this study where: Student´s images and group interviews. There were also additional conversations with the students in conjunction of the creation of the images and texts. Group interviews were conducted at two points in time with the teachers, one before the analysis of the student´s pictures and one after. Image analysis by using participation model was done on the students own images and texts.   Results: In the images the students expressed that it was fun and easier to write on the computer. Many of the students also described that is was easier with digital educational tools as they only need to bring one thing (the computer). The challenges they described where when the Wi-Fi connection was not working and some of them mentioned that it was hard to navigate the digital tool in the beginning, but that it was easier after a while. The teachers confirm that the navigation was challenging when the tools was first initiated, especially as multiple new elements were introduced at the same time. However, the teachers were unsure if that was due to the digital educational tools or due to that it was a new way of working. The majority of the students expressed that it is more fun to work with digital educational tools and computers, compared to regular books. The teacher described the digital educational tools as joyful learning and that it is engaging for those students that normally find the school challenging.  Most of the students also expressed a satisfaction and joy when describing their use of digital educational tools. The teacher described that a major benefit of using digital tools, is the quick feedback with statistics of performed learning exercises that the tools provide to both the student and the teacher. The students reported that they got a sense of autonomy when they can have an impact and themselves decide what they write on the computer. That gives them the opportunity to participate and be able to affect their own learning situation. From a teacher’s point of view, the digital tools stimulate the participation, where the students’ different degree of difficulty on their tasks are not reviled to their classmates.   Conclusion: It was a good choice of method to perform the image analysis because even though the students only created the images at one point in time, the information that the images provided was comprehensive. However, the verbal conversions that was performed in conjunction with the creation of the images were challenging, as it was hard to formulate the questions so that the students fully could describe their perception of participation in their image. This should be considered as the weakness of this method.   During the verbal conversations in conjunction with the creation of the images, the students described their experiences of participation. The group interviews with the teachers that followed, confirmed the students’ descriptions. The results from this qualitative case study may be challenging to transfer and standardise for other student groups as the social situations and learning environments could be different. The results of the study could be useful moving forward as it may be indicative for future educational developments regarding participation, digitalisation and digital educational material. The big difference in the funding for the digital implementation between schools and municipalities is one of the obstacles to ensure equality and the ability to reach the goals that the government have set out for digital strategy in schools. In the end, it is the teachers’ ways of working and their use of the digital educational material that is going to enable an accessible learning environment where the students are included and participating, not the educational tool itself.
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Digitala läromedel i matematik : En intervjustudie om lärares uppfattningar om digitala läromedel i matematik / Digital educational materials in mathematics : An interview study about teachers’ conceptions about digital educational materials in mathematics

Gegerfelt, Stina January 2019 (has links)
Digitaliseringen i svensk skola har genomgått en snabb utveckling de senaste åren och användningen av digitala läromedel är något som blir allt mer vanligt i skolan. Syftet med studien är därför att bidra med kunskap om uppfattningar som lärare i årskurs 1–6 har om digitala läromedels roll i matematik. Syftet ska besvaras genom följande frågor: Vilka möjligheter och svårigheter uppfattar lärare med användning av digitala läromedel i matematik? På vilka sätt uppfattar lärare elevers lärande när de arbetar med digitala läromedel i matematik och på vilka sätt uppfattar lärare skillnaden, om det finns några, mellan analoga och digitala läromedel i matematik?   Studien tar sin utgångspunkt i uppfattningsbegreppet där uppfattningar är i fokus. I arbetet har fem lärare intervjuats för att ta reda på deras uppfattning om digitala läromedel. Materialet har transkriberats och analyserats för att kunna presentera ett korrekt resultat. Resultatet visar att lärares uppfattningar om digitala läromedel kan delas in i två kategorier. En kategori där digitala läromedel ses som ett komplement till analoga läromedel och en kategori där digitala läromedel ses som likvärda analoga läromedel. Lärarna uppfattar också att elever kan arbeta med alla områden inom matematik med digitala läromedel. Möjligheter som lärarna ser med digitala läromedel är att de ger snabb feedback, de motiverar elever och de är självrättande. Svårigheter som lärare uppfattar är att vissa moment är svårare att genomföra digitalt, elever kan göra annat och det kan förekomma buggar i de digitala läromedlen. / The digitalization of Swedish schools has developed over the recent years and the use of digital educational materials is more common today. The aim of this study is therefore to increase our understanding of teachers’ conceptions about digital educational materials in mathematics. This will be done by means of four questions: which opportunities and difficulties do teachers perceive with the use of digital educational materials in mathematics? How do teachers perceive pupils’ learning when they work with digital educational materials in mathematics and how do teachers perceive the difference, if there is one, between analogue and digital educational materials in mathematics?   The study is based on conceptions and they are in focus. When collecting different conceptions semi-structured interviews were used and five teachers have been interviewed to find out their conceptions about digital educational materials. The material has been transcribed and analyzed, in order to present a correct result. The result shows that teachers’ conceptions of digital educational material can be divided into two categories; that digital educational materials are a complement to analogue educational materials and that digital educational materials are equivalent analogue educational materials. Opportunities that teachers see with digital educational materials are that they provide quick feedback and they motivate pupils. Difficulties that teachers perceive are that certain parts are more difficult to do digital and there might be bugs in the digital educational materials.

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