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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.
251

History Games

Damián Ortega, Eiderd Axcel, Gallardo Osorio, Ruth Stephany, García Amaya, Mara Alejandra, Lucar Diaz, Lucia Jimena, Yamunaqué Aguilar, Müller Iván 11 July 2021 (has links)
El presente proyecto de investigación consiste en el desarrollo del aplicativo History Games, el cual consiste en la creación del juego con temática de historia del Perú como una nueva metodología de aprendizaje. Este trabajo nos permite ver la viabilidad del proyecto a corto, mediano y largo plazo, a través de los distintos estudios ejecutados en Lima metropolitana, a niños y jóvenes de 8 a 17 años del sector socioeconómico A y B.  Por ello se pudo evidenciar que el público objetivo desea aprender un poco más de nuestro Perú a través de la experiencia de este aplicativo. Al desarrollar este proyecto se realizaron entrevistas online, encuestas y marketing digital en redes sociales. De manera que fue una investigación a fondo sobre el mercado de juegos educativos para poder llevar a cabo este proyecto, donde se ha podido ver interés por parte de las instituciones educativas que desean adoptar History Games como metodología de enseñanza. Analizamos a profundidad el proyecto ya que buscamos que sea sostenible en todos los aspectos a largo plazo y que pueda cumplir con los objetivos planteados desde el inicio. Todos los conocimientos adquiridos durante nuestra etapa universitaria fueron aplicados en cada parte del trabajo como es la parte de marketing, financiera, administrativa, entre otras. Al ser un equipo de diversas carreras, nos brindó un panorama más amplio de los puntos que debemos seguir mejorando e implementando conforme el proyecto siga creciendo. History Games es una idea que sin duda ayudará a muchas personas en su aprendizaje y en la nueva forma de ver la historia en cada una de sus clases. / This research project consists of the development of the History Games application, which consists of the creation of the game with the theme of Peruvian history as a new learning methodology. This work allows us to see the viability of the project in the short, medium and long term, through the different studies carried out in metropolitan Lima, to children and young people from 8 to 17 years of age from the socioeconomic sector A and B. Therefore, it was possible to show that The target audience wants to learn a little more about our Peru through the experience of this application. When developing this project, online interviews, surveys and digital marketing were carried out on social networks. So it was an in-depth investigation of the educational games market in order to carry out this project, where interest has been seen on the part of educational institutions that want to adopt History Games as a teaching methodology. We analyze the project in depth as we seek to make it sustainable in all aspects in the long term and that it can meet the objectives set from the beginning. All the knowledge acquired during our university stage was applied in each part of the work such as the marketing, financial, and administrative part, among others. Being a diverse racing team, it gave us a broader picture of the points that we must continue to improve and implement as the project continues to grow. History Games is an idea that will undoubtedly help many people in their learning and in the new way of seeing history in each of their classes. / Trabajo de investigación
252

Kvízy, rébusy a další podobné hry jako motivační prostředky v chemii / Quizzes, Puzzles and Other Similar Games as a Tool of Motivation in Chemistry

Petrů, Michaela January 2017 (has links)
The dissertation deals with the effectiveness of the useof motivational elements like different types of crossword puzzles, riddles, rebuses and word plays etc. in teaching chemistry atlower secondary school. First, the database of motivational problems was created. The tasks (problems) are designed for practicing the curriculum of chemistry at lower secondary school in combination with one of the following subjects - mathematics, physics, biology or geography. Partia collection of problems that combine chemistry curriculum with geography or biology are available at http://is.muni.cz/do/rect/el/estud/pedf/cidlova/index.html. The remaining two collections are attached to this dissertation. These problems were subsequently used in an one and half year research focused on the impact of their use in teaching on the relationship of pupils to chemistry and on the results of their education in chemistry at lower secondary school. The research was initiated with a total of 886 pupils of the 3rd grade of lower secondary school. At the beginnig of the second semester these pupils completed an initial questionnaire focused on their relationship to chemistry. At the same time, the same pupils were also exposed to a test focused on chemistry curriculum corresponding to their level of education. The one-semester...
253

Virtual Reality Language Learning : Designing some VR Wor(l)ds

Mitsigkola, Sofia January 2022 (has links)
This thesis project explores the application of the ecological approach to learning in Virtual Reality (VR), investigates the role of educational games in language learning, creates a playground and a modified game for Swedish language, and proposes the concept VR wor(l)ds for language learning and practice. Following an Interaction Design methodology and drawing from ecological psychology, game studies and user research, the qualities of a virtual language learning environment are established. By modifying and playtesting charades game and then sketching in VR two main levels are being formed. A Playground, that first serves as an introduction where players explore and interact with the language, and then a gamespace that is designed to host a Charades Mod in VR. Lastly, two prototypes are developed and tested to finalise the proposed concept of the VR wor(l)ds. The final concept contributes to the understanding of approaching VR language learning games with a focus on player’s experience.
254

"Lets Play!" : En studie av kunskapsöverföring mellan digitala spel och musikinstrument.

Polgar, Daniel, Kåberg, Lee January 2014 (has links)
The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee’s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains “digital games” and “non-digital instruments”. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data. The study was conducted on two groups of children, 6-9 years old, and consisted of the children accepting a musical challenge. The children in one of the groups got access to a digital piano application during a preparatory week, whilst the children in the second group lived their lives as usual. The results, and the time it took for the children to perform the assignment, was documented by the parents of the children in a questionnaire. The data from the questionnaire was then analyzed and used to draw conclusions regarding the possible effect of the piano application on the children. The analysis of the collected data showed that all children that had used the application passed the challenge. The analysis also showed that the child that had the fastest passing time on the challenge had used the application, and that the group of children that had used the application showed a faster average time for passing the challenge than the children who had not used the application. Even though some indicative patterns did emerge through our analysis of the collected data no definitive conclusions could be drawn regarding transfer of skills between the semiotic domains “digital games” and “non-digital instruments”. / Syftet med denna studie var att undersöka huruvida utövare av digitala musikspel kan tillgodogöra sig kunskaper från spel som är till nytta vid senare inlärning av ett riktigt, det vill säga fysiskt och icke digitalt simulerat instrument som exempelvis ett piano. Vi utgick från Gees teori om att olika semiotiska domäner kan vara kopplade till varandra på ett sätt som möjliggör överföring av kunskap mellan olika närbesläktade domäner. I vårt fall mellan domänerna ”digitala spel” och ”fysiska, icke-digitala musikinstrument”. För att utforska vår frågeställning valde vi att utföra en pilotstudie där vi samlade in och analyserade både kvantitativ och kvalitativ data. Studien bestod av att två grupper av barn, i åldrarna 6-9 år, fick en musikalisk utmaning. Barnen i den ena gruppen fick under en förberedande vecka tillgång till en digital pianoapplikation, medan barnen i den andra gruppen levde sina liv som vanligt. Resultatet, och tiden det tog för barnen att utföra utmaningen dokumenterades av barnens föräldrar i en enkät, och datan från enkäten användes sedan för att dra slutsatser kring den eventuella effekten av pianoapplikationen. Analysen av datan som samlades in via enkäten visade att alla barn som använt sig av applikationen klarade utmaningen. Analysen visade även att barnet som klarade utmaningen snabbast hade använt sig av applikationen och att den grupp med barn som använt applikationen hade en lägre genomsnittstid på utmaningen än barnen som ej använt applikationen. Trots att vissa antydande mönster kunde utläsas genom analys av vår enkätdata så kunde inga tydliga slutsatser dras kring möjligheten för kunskapsöverföring mellan de semiotiska domänerna ”digitala spel” och ”fysiska, icke-digitala musikinstrument”.
255

Enhancing cybersecurity awareness through educational games : design of an adaptive visual novel game

Bouzegza, Firdaous 04 1900 (has links)
Dans un monde qui est en numérisation constante, la dépendance aux outils technologiques est devenue inévitable. La pandémie de COVID-19 a encore accéléré la tendance vers le travail et l'éducation à distance, entraînant une augmentation de l'activité en ligne et de l'échange de données. Cependant, malgré cette augmentation de l'activité en ligne, le niveau de sensibilisation à la cybersécurité chez un nombre important d'utilisateurs reste insuffisant. De nombreux utilisateurs manquent d'une éducation appropriée en matière de cybersécurité et de confidentialité en ligne et démontrent une compréhension insuffisante de la sensibilité de leurs données. Nous avons mené une enquête auprès de plus de 300 utilisateurs qui a confirmé que le besoin de contenu de meilleure qualité était évident. Les jeux éducatifs ont démontré leur efficacité en tant qu'outils d'enseignement et d'apprentissage, en particulier pour vulgariser des sujets qui nécessitent généralement une connaissance approfondie pour être maîtrisés. Cependant, des défis sont associés quant à la qualité et à l'évaluation des jeux sérieux, car plusieurs aspects de l’amusement sont subjectifs et intangibles. Motivée par le besoin de jeux éducatifs "de haute qualité" améliorés, cette thèse construit une échelle pour affiner les critères mentionnés par l'évaluation des jeux sérieux de Caserman et l'applique à 45 jeux de cybersécurité. L'évaluation a révélé une insuffisance dans les critères de l’amusement, en particulier le manque d'adaptation dynamique. En conséquence, cette étude propose le cadre de jeu de cybersécurité EVNAG (Educational Visual Novel Adaptive Game), qui s'articule autour de l'adaptation dynamique de la difficulté comme solution à ce problème. Inspiré par cette architecture, le roman visuel de cybersécurité "Grown-Up Blues" a été implémenté. La thèse contribue au corpus croissant de recherches sur les jeux éducatifs en cybersécurité et fournit des idées pour concevoir des jeux éducatifs efficaces qui améliorent l'éducation en matière de cybersécurité. / In a world that continues to be increasingly digitalized, the dependency on technological tools has become unavoidable. The COVID-19 pandemic has further accelerated the trend towards remote work and education, leading to an increase in online activity and data exchange. However, despite this surge in online activity, the level of cybersecurity awareness among a significant number of users remains inadequate. Many users lack proper education on cybersecurity and online privacy and demonstrate a lack of understanding of the sensitivity of their data. A survey we conducted on more than 300 users confirmed that the need for more quality content was blatant. Educational games have demonstrated their effectiveness as teaching and learning tools, particularly in vulgarizing topics generally requiring in-depth knowledge to master. However, challenges are associated with the quality and assessment of serious games, as multiple aspects of game enjoyment are subjective and intangible. Motivated by the need for improved “high quality” educational games, this thesis builds a scale to refine the criteria mentioned by Caserman’s assessment of serious games and applies that to 45 cybersecurity games. The assessment indicated a deficiency in the enjoyment criteria, specifically the lack of dynamic adaptation. As a result, this study proposes the EVNAG (Educational Visual Novel Adaptive Game) cybersecurity game framework, which centers on Dynamic Difficulty Adaptation as a solution to this issue. Inspired by this architecture, the cybersecurity visual novel “Grown-Up Blues” was implemented. The thesis contributes to the growing body of research on educational games in cybersecurity and provides insights for designing effective educational games that enhance cybersecurity education.
256

Video Games and English as a Foreign Language Education in Burkina Faso

Bado, Niamboue 09 June 2014 (has links)
No description available.
257

Lazer na área de drogas: construção coletiva de crítica e de práticas emancipatórias / Leisure in the field of drugs: collective construction of critical thinking and emancipatory practices

Pasquim, Heitor Martins 29 March 2017 (has links)
Introdução: O objeto desta tese é a potencialidade educativa do lazer para gerar crítica sobre a ideologia do consumo problemático de drogas. Revisão bibliográfica sobre o lazer em unidades de saúde mostrou que ele é reconhecido como espaço para recreação ou como atividade que ocupa o tempo. A maior parte dos artigos científicos relatava objetivos funcionalistas para o lazer, o que remete ao lazer viciado, conceito cunhado para designar a forma hegemônica do lazer capitalista na área de drogas. Os aplicativos para dispositivos móveis e os jogos educativos sobre drogas analisados não incentivavam a discussão do processo de produção de drogas lícitas e ilícitas, tampouco abordavam o consumo problemático de drogas como consequência de relações sociais alienadas e do mal-estar contemporâneo. Apesar da potencialidade educativa que os jogos e os aplicativos oferecem, as finalidades detectadas reiteravam posições amplamente criticadas no campo da saúde, filiadas ao proibicionismo e à guerra às drogas. Objetivo: Construir arcabouço teórico-metodológico para uma proposta crítica ao lazer viciado da área de drogas. Parte-se da perspectiva da saúde coletiva para compreender os problemas relacionados ao consumo de drogas como determinados socialmente e por isso, intimamente, ligados à totalidade social, expressando-se como sintomas de conflitos, que indivíduos e grupos sociais enfrentam no cotidiano. Método: Realizou-se pesquisa-ação com trabalhadores da saúde mental, por meio de oficinas emancipatórias, coerentes com a epistemologia materialista histórico-dialética. Resultados: As oficinas emancipatórias permitiram transformação de representações cotidianas, assim como, identificação de convicções de trabalhadores da saúde mental. Entre estas estavam: a concepção enraizada da dependência química, da educação sobre drogas como prevenção ao uso e do lazer como atividade terapêutica. São representações ilusórias que tomam o consumo de drogas como doença. Os resultados afirmam a necessidade de construção de práticas críticas à ideologia da doença mental e comportamental do consumo de drogas. Conclusões: Fundamentado na perspectiva da saúde coletiva, o arcabouço teórico-metodológico concebido nesta pesquisa propõe a realização de oficinas emancipatórias de lazer em serviços de saúde e intersetorialmente nos serviços de educação, entre outros, que trabalham com a temática do consumo de drogas, mantida a coerência com o referencial teórico, que propõe a crítica a relações sociais alienadas. Essa estratégia pode se valer de conteúdos lúdicos, esportivos, culturais, entre outros. Advoga-se que o processo educativo tem potencial emancipatório se for radicalmente participativo; e que as formas contemporâneas de vivenciar o tempo de não trabalho, que compõem as estratégias de alívio do mal-estar social na atualidade, podem ser problematizadas. Tal problematização deve iluminar o embate entre projetos de hegemonia no capitalismo, o que é potencialmente fortalecedor para os participantes, na medida em que desnaturaliza a alienação que produz desentendimentos e frustrações. Sugere-se ainda, como material de apoio educativo, o jogo Cidade Dorme: representações cotidianas sobre drogas, legitimado coletivamente nesta pesquisa. / Introduction: The object of this thesis is the educational potential of leisure to develop a critical understanding of the ideology around substance/drug use/consumption. A literature review in the context of health services showed that leisure and the playful are perceived as recreation, as well as an activity to fill-in time such. However, most of scientific articles listed functionalist objectives for leisure, which is associated to hooked leisure, concept coined to designate the hegemonic form of capitalist leisure in the area of drugs. Applications for mobile devices and educational games about drugs do not promote discussion about the legal and illegal drug production process; neither approaches the problematic consumption of drugs as a consequence of alienated social relations and the contemporary malaise. Despite the educational potential that games and apps offer, their purposes reinforced conceptions widely criticized in the health area, being associated with prohibitions and war on drugs. Objective: To develop a theoretical and methodological critical proposal to hooked leisure practices in the field of drugs. The Collective Health approach was adopted to understand the problems related to drug consumption as socially determined; as so they are intimately connected to the social totality, expressing themselves as symptoms of conflicts that individuals and social groups face in their daily lives. Method: An action research was carried out with mental health workers through emancipatory workshops, aligned with the epistemology of historical-dialectical materialism. Results: Emancipatory workshops promoted the transformation of everyday representations, as much as it has promoted the identification of the convictions of mental health workers. Among them there were: a traditional conception of chemical addiction, drug education as prevention of drug use and leisure as a therapeutic activity. Those are illusory representations which presume that all drug consumption is a disease. The results indicate the need to create critical practices that challenge the ideology of drug consumption as mental and behavioral sickness. Conclusions: Based on the perspective of Collective Health, the theoretical and methodological framework for leisure articulated in this research proposes the implementation of emancipatory workshops of leisure in health as well as education services, among others that work with the drug consumption theme as a cross-disciplinary approach, as long as it maintains consistency with the theoretical framework that proposes the critique on alienation. This strategy can use play, sports and cultural contents, among others. These features place leisure activities aligned with the purpose of emancipatory educational processes. It is argued that the educational process has emancipatory potential if it is radically participatory; and that the contemporary ways of experiencing nonworking time, which compose the strategies for alleviating contemporary malaise, can be debated. Such debate will certainly bring light to the battle among hegemonic projects in the capital system, which can be potentially strengthening to participants, as it denatures alienation that produce disagreements and frustrations. It is also suggested, as an educational support material, the game Cidade Dorme: representações cotidianas sobre drogas (City Sleeps: everyday representations on drugs), collectively legitimized in this research.
258

Lazer na área de drogas: construção coletiva de crítica e de práticas emancipatórias / Leisure in the field of drugs: collective construction of critical thinking and emancipatory practices

Heitor Martins Pasquim 29 March 2017 (has links)
Introdução: O objeto desta tese é a potencialidade educativa do lazer para gerar crítica sobre a ideologia do consumo problemático de drogas. Revisão bibliográfica sobre o lazer em unidades de saúde mostrou que ele é reconhecido como espaço para recreação ou como atividade que ocupa o tempo. A maior parte dos artigos científicos relatava objetivos funcionalistas para o lazer, o que remete ao lazer viciado, conceito cunhado para designar a forma hegemônica do lazer capitalista na área de drogas. Os aplicativos para dispositivos móveis e os jogos educativos sobre drogas analisados não incentivavam a discussão do processo de produção de drogas lícitas e ilícitas, tampouco abordavam o consumo problemático de drogas como consequência de relações sociais alienadas e do mal-estar contemporâneo. Apesar da potencialidade educativa que os jogos e os aplicativos oferecem, as finalidades detectadas reiteravam posições amplamente criticadas no campo da saúde, filiadas ao proibicionismo e à guerra às drogas. Objetivo: Construir arcabouço teórico-metodológico para uma proposta crítica ao lazer viciado da área de drogas. Parte-se da perspectiva da saúde coletiva para compreender os problemas relacionados ao consumo de drogas como determinados socialmente e por isso, intimamente, ligados à totalidade social, expressando-se como sintomas de conflitos, que indivíduos e grupos sociais enfrentam no cotidiano. Método: Realizou-se pesquisa-ação com trabalhadores da saúde mental, por meio de oficinas emancipatórias, coerentes com a epistemologia materialista histórico-dialética. Resultados: As oficinas emancipatórias permitiram transformação de representações cotidianas, assim como, identificação de convicções de trabalhadores da saúde mental. Entre estas estavam: a concepção enraizada da dependência química, da educação sobre drogas como prevenção ao uso e do lazer como atividade terapêutica. São representações ilusórias que tomam o consumo de drogas como doença. Os resultados afirmam a necessidade de construção de práticas críticas à ideologia da doença mental e comportamental do consumo de drogas. Conclusões: Fundamentado na perspectiva da saúde coletiva, o arcabouço teórico-metodológico concebido nesta pesquisa propõe a realização de oficinas emancipatórias de lazer em serviços de saúde e intersetorialmente nos serviços de educação, entre outros, que trabalham com a temática do consumo de drogas, mantida a coerência com o referencial teórico, que propõe a crítica a relações sociais alienadas. Essa estratégia pode se valer de conteúdos lúdicos, esportivos, culturais, entre outros. Advoga-se que o processo educativo tem potencial emancipatório se for radicalmente participativo; e que as formas contemporâneas de vivenciar o tempo de não trabalho, que compõem as estratégias de alívio do mal-estar social na atualidade, podem ser problematizadas. Tal problematização deve iluminar o embate entre projetos de hegemonia no capitalismo, o que é potencialmente fortalecedor para os participantes, na medida em que desnaturaliza a alienação que produz desentendimentos e frustrações. Sugere-se ainda, como material de apoio educativo, o jogo Cidade Dorme: representações cotidianas sobre drogas, legitimado coletivamente nesta pesquisa. / Introduction: The object of this thesis is the educational potential of leisure to develop a critical understanding of the ideology around substance/drug use/consumption. A literature review in the context of health services showed that leisure and the playful are perceived as recreation, as well as an activity to fill-in time such. However, most of scientific articles listed functionalist objectives for leisure, which is associated to hooked leisure, concept coined to designate the hegemonic form of capitalist leisure in the area of drugs. Applications for mobile devices and educational games about drugs do not promote discussion about the legal and illegal drug production process; neither approaches the problematic consumption of drugs as a consequence of alienated social relations and the contemporary malaise. Despite the educational potential that games and apps offer, their purposes reinforced conceptions widely criticized in the health area, being associated with prohibitions and war on drugs. Objective: To develop a theoretical and methodological critical proposal to hooked leisure practices in the field of drugs. The Collective Health approach was adopted to understand the problems related to drug consumption as socially determined; as so they are intimately connected to the social totality, expressing themselves as symptoms of conflicts that individuals and social groups face in their daily lives. Method: An action research was carried out with mental health workers through emancipatory workshops, aligned with the epistemology of historical-dialectical materialism. Results: Emancipatory workshops promoted the transformation of everyday representations, as much as it has promoted the identification of the convictions of mental health workers. Among them there were: a traditional conception of chemical addiction, drug education as prevention of drug use and leisure as a therapeutic activity. Those are illusory representations which presume that all drug consumption is a disease. The results indicate the need to create critical practices that challenge the ideology of drug consumption as mental and behavioral sickness. Conclusions: Based on the perspective of Collective Health, the theoretical and methodological framework for leisure articulated in this research proposes the implementation of emancipatory workshops of leisure in health as well as education services, among others that work with the drug consumption theme as a cross-disciplinary approach, as long as it maintains consistency with the theoretical framework that proposes the critique on alienation. This strategy can use play, sports and cultural contents, among others. These features place leisure activities aligned with the purpose of emancipatory educational processes. It is argued that the educational process has emancipatory potential if it is radically participatory; and that the contemporary ways of experiencing nonworking time, which compose the strategies for alleviating contemporary malaise, can be debated. Such debate will certainly bring light to the battle among hegemonic projects in the capital system, which can be potentially strengthening to participants, as it denatures alienation that produce disagreements and frustrations. It is also suggested, as an educational support material, the game Cidade Dorme: representações cotidianas sobre drogas (City Sleeps: everyday representations on drugs), collectively legitimized in this research.
259

Os jogos pedagógicos na aprendizagem da linguagem escrita: o que pensam e fazem professores da educação infantil e do ensino fundamental? / The games in the teaching of learning written language: what to think and make early childhood education teachers and elementary school?

DIAS, Alessandra Pereira January 2009 (has links)
DIAS , Alessandra Pereira. Os jogos pedagógicos na aprendizagem da linguagem escrita: o que pensam e fazem professores da educação infantil e do ensino fundamental? 2009. 121 f. Dissertação (Mestrado em Psicologia) – Universidade Federal do Ceará, Departamento de Psicologia, Programa de Pós-Graduação em Psicologia, Fortaleza-CE, 2009. / Submitted by moises gomes (celtinha_malvado@hotmail.com) on 2011-11-29T21:13:14Z No. of bitstreams: 1 2009_dis_APDias.PDF: 8559511 bytes, checksum: 9447c401f93fd7a0f88efb524b1cf7e5 (MD5) / Approved for entry into archive by Maria Josineide Góis(josineide@ufc.br) on 2011-11-30T16:54:03Z (GMT) No. of bitstreams: 1 2009_dis_APDias.PDF: 8559511 bytes, checksum: 9447c401f93fd7a0f88efb524b1cf7e5 (MD5) / Made available in DSpace on 2011-11-30T16:54:03Z (GMT). No. of bitstreams: 1 2009_dis_APDias.PDF: 8559511 bytes, checksum: 9447c401f93fd7a0f88efb524b1cf7e5 (MD5) Previous issue date: 2009 / Esse trabalho se propôs a investigar a concepção e uso de jogos pedagógicos no ensino da linguagem escrita por professores de educação infantil e ensino fundamental na cidade de Fortaleza. Partiu-se do pressuposto que havia uma descontinuidade do uso de recursos lúdicos entre a educação infantil e a primeira série do ensino fundamental. Tinha-se como pressuposto a compreensão de que não era o jogo em si, mas a situação interativa e simbólica que possibilita o desenvolvimento e a aprendizagem da criança. Os referenciais teóricos que embasaram esse trabalho estavam pautados na teoria histórico cultural de Vygotsky e na teoria sócio antropológica de Brougére. A pesquisa foi realizada utilizando-se observação em sala de aula e entrevistas individuais com os professores, buscando registrar as situações de mediação do professor junto aos alunos e identificar as concepções que fundamentam as formas de intervenção pedagógica utilizando recursos lúdicos nesses dois níveis de ensino e as práticas pedagógicas. Na escola pesquisada existia uma preocupação efetiva quanto ao processo continuado de capacitação dos professores e isso possibilitava uma coerência na utilização de recursos didáticos, dentre eles o jogo, e compreensão teórica de sua implicação no processo ensino-aprendizagem. Esse trabalho vem destacar a importância de se considerar o desafio de ensinar com jogos diante de diversos discursos acerca de seu uso apontando que são as situações de interação que promovem a aprendizagem e não o uso de material lúdico, reafirmando a visão vygotskiana da centralidade da mediação pedagógica no processo ensino e aprendizagem.
260

A utilização de jogos didáticos em novos segmentos da educação: a prática pedagógica do professor no ensino das ciências no atendimento pedagógico domiciliar

Silva, Margarete Virgínia Gonçalves 09 June 2014 (has links)
Esta pesquisa resulta do estudo realizado com professores do Atendimento Pedagógico Domiciliar na cidade de Curitiba - PR e suas concepções quanto a utilização de jogos didáticos no ensino e aprendizagem de conceitos científicos das disciplinas de Ciências e Biologia, Física, Matemática e Química. Apresenta os conceitos de Educação Inclusiva e Especial ressaltando o conceito de Atendimento Pedagógico Hospitalar e Domiciliar. Ainda destaca a estratégia da utilização dos jogos didáticos como fator de contribuição para o desenvolvimento de habilidades cognitivas e da autoestima seriamente comprometida em função da doença do aluno atendido por esse programa da Secretaria de Educação do Estado do Paraná. Os jogos foram selecionados na internet sendo que já haviam sido testados e com resultados já registrados. A produção foi artesanal. Para o levantamento de dados foram utilizadas perguntas semiestruturadas por meio de questionário e posterior entrevista com os professores do APD. A metodologia utilizada para a análise de dados foi a de estudo de caso com enfoque qualitativo. Segundo os professores entrevistados, os jogos didáticos confirmaram ser excelente estratégia de ensino e aprendizagem enriquecendo as aulas e proporcionando aos alunos a oportunidade de aquisição do conhecimento de forma leve e divertida. / This research is the result of a study conducted with teachers Pedagogical Household Care in Curitiba - PR and conceptions about the use of educational games in teaching and learning of scientific disciplines of science and biology, physics, mathematics and chemistry concepts. Introduces the concepts of Inclusive Education and Special highlighting the concept of Hospital and Home Teaching Service. Also highlights the strategy of using educational games as a contributing factor for the development of cognitive skills and self-esteem seriously compromised because of the student served by this program the Department of Education of the State of Paraná disease. The games were selected on the internet of which had already been tested and results have already registered. The production was handmade. Semi- structured questions were used by a questionnaire and subsequent interviews with the teachers of the DPA for data collection. The methodology used for the data analysis was a case study with qualitative approach. . According to the interviewed teachers, educational games confirmed to be excellent strategy for teaching and learning enriching classes and giving students the opportunity to acquire the knowledge of light and fun way. / 5000

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