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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.
1

Sequ?ncias de Fibonacci e a Raz?o ?urea - aplica??es no ensino b?sico

Leopoldino, Karlo S?rgio Medeiros 13 May 2016 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2016-08-16T23:13:57Z No. of bitstreams: 1 KarloSergioMedeirosLeopoldino_DISSERT.pdf: 10746375 bytes, checksum: 97d53d2b72cf6a8a121fc1e63b2d8735 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2016-08-24T19:57:21Z (GMT) No. of bitstreams: 1 KarloSergioMedeirosLeopoldino_DISSERT.pdf: 10746375 bytes, checksum: 97d53d2b72cf6a8a121fc1e63b2d8735 (MD5) / Made available in DSpace on 2016-08-24T19:57:21Z (GMT). No. of bitstreams: 1 KarloSergioMedeirosLeopoldino_DISSERT.pdf: 10746375 bytes, checksum: 97d53d2b72cf6a8a121fc1e63b2d8735 (MD5) Previous issue date: 2016-05-13 / A presente disserta??o tem por objetivo apresentar um estudo relativo ? sequ?ncia de Fibonacci, iniciado a partir de um simples problema de reprodu??o de coelhos e da raz?o ?urea, originada de uma constru??o geom?trica, para aplica??es no ensino b?sico. A ideia principal da disserta??o ? apresentar registros hist?ricos da ocorr?ncia destes conceitos na natureza e na ci?ncia e suas in- flu?ncias nos meios sociais, culturais e cient?ficos. Apresenta-se ainda a identifica??o e caracteriza??o das propriedades b?sicas desses conceitos e de que forma ocorre a liga??o entre os mesmos e, principalmente, as consequ?ncias intrigantes das mesmas. Mostram-se atividades enfatizando constru??es geom?tricas, liga??es com outras ?reas da matem?tica, curiosidades relativas a estes conceitos e an?lise de quest?es presentes em vestibulares e Enem (Exame nacional do ensino m?dio), de forma a mostrar a import?ncia destes temas no ensino b?sico, constituindo-se uma excelente oportunidade de despertar nos alunos novos olhares no campo da ci?ncia e da vida a partir do tema apresentado, bem como promover novas maneiras de pensar a matem?tica como ci?ncia transformadora da sociedade. / This thesis aims to present a study of the Fibonacci sequence, initiated from a simple problem of rabbits breeding and the Golden Ratio, which originated from a geometrical construction, for applications in basic education. The main idea of the thesis is to present historical records of the occurrence of these concepts in nature and science and their influence on social, cultural and scientific environments. Also, it will be presented the identification and the characterization of the basic properties of these concepts and howthe connection between them occurs,and mainly, their intriguing consequences. It is also shown some activities emphasizing geometric constructions, links to other mathematics areas, curiosities related to these concepts and the analysis of questions present in vestibular (SAT-Scholastic Aptitude Test) and Enem(national high school Exam) in order to show the importance of these themes in basic education, constituting an excellent opportunity to awaken the students to new points of view in the field of science and life, from the presented subject and to promote new ways of thinking mathematics as a transformative science of society.
2

Uma abordagem para o desenvolvimento de jogos digitais educativos no ensino b?sico

Mesquita, Hugo Henrique de Oliveira 28 July 2017 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2017-11-01T21:17:50Z No. of bitstreams: 1 HugoHenriqueDeOliveiraMesquita_DISSERT.pdf: 9863263 bytes, checksum: c1ac15343d1894bd89eec8538186f6de (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2017-11-07T21:58:05Z (GMT) No. of bitstreams: 1 HugoHenriqueDeOliveiraMesquita_DISSERT.pdf: 9863263 bytes, checksum: c1ac15343d1894bd89eec8538186f6de (MD5) / Made available in DSpace on 2017-11-07T21:58:05Z (GMT). No. of bitstreams: 1 HugoHenriqueDeOliveiraMesquita_DISSERT.pdf: 9863263 bytes, checksum: c1ac15343d1894bd89eec8538186f6de (MD5) Previous issue date: 2017-07-28 / Os jogos educativos digitais s?o apontados como uma boa ferramenta quando utilizados em sala de aula, pois insere os alunos em um ambiente l?dico de aprendizagem, de maneira que, proporciona o desenvolvimento de diversas habilidades. No entanto, nem sempre ? poss?vel para o professor conseguir jogos que se adequam ao perfil educacional que deseja, tornando muitas vezes invi?vel a sua utiliza??o no contexto escolar. Com base neste contexto, este trabalho apresenta o design e implementa??o de uma plataforma que visa proporcionar aos professores e alunos a possibilidade de criar jogos de uma maneira simples e intuitiva, e que permita aos professores adequar o conte?do dos jogos aos seus objetivos pedag?gicos. Os resultados desta pesquisa contribuem para as inova??es futuras, nos campos te?rico e pr?tico, na defini??o de uma abordagem baseada em componentes e desenvolvimento de uma plataforma ambos promovendo o desenvolvimento de jogos digitais educativos com diferentes objetivos pedag?gicos. Diante dos resultados apresentados, considera-se que a plataforma proposta em conjunto com a sua abordagem motivadora, apresentou resultados potencialmente eficazes. / The digital educational games are pointed out as a good tool when used in the classroom, because it inserts the students in a playful learning environment, in a way that, it provides the development of diverse abilities. However, it is not always possible for the teacher to achieve games that fit the educational profile that he or she wishes, making it often unfeasible for use in the school context. Based on this context, this work presents the design and implementation of a platform that aims to provide teachers and students with the possibility of creating games in a simple and intuitive way, and that allows teachers to adapt the content of the games to their pedagogical objectives. The results of this research contribute to future innovations in the theoretical and practical fields, in the definition of a component-based approach and the development of a platform both promoting the development of digital educational games with different pedagogical objectives. In view of the presented results, it is considered that the platform proposed together with its motivational approach, presented potentially effective results.

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