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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

O uso da ferramenta Scratch na escola pública : multiletramentos, autoria e remixagem / The use of the Scratch tool in public school : multileteracies, authorship and remixing

Ricarte, Lidiany Teotonio, 1983- 27 August 2018 (has links)
Orientador: Petrilson Alan Pinheiro da Silva / Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Estudos da Linguagem / Made available in DSpace on 2018-08-27T17:47:18Z (GMT). No. of bitstreams: 1 Ricarte_LidianyTeotonio_M.pdf: 11910318 bytes, checksum: bac8ea2ed96352e05b143c263e459c5f (MD5) Previous issue date: 2015 / Resumo: As discussões atuais sobre letramentos evidenciam que as práticas de leitura e produção textual contemporâneas dos alunos permeiam o uso das novas Tecnologias da Informação e da Comunicação (TICs) (LANKHEARS; KNOBEL, 2007; COPE; KALANTZIS, 2008; 2011). A Escola Municipal de Ensino Fundamental de Campinas, Estado de São Paulo, em que realizei a pesquisa, trabalha com as novas TICs, laptops distribuídos pelo Governo Federal por meio do Projeto Um Computador por Aluno (UCA), em sala de aula. Acompanhei uma sala do 5º ano (alunos de 09 a 10 anos) que tem o Projeto de Robótica em seu currículo e visa o ensino da programação em ferramentas digitais. Para a realização das atividades do projeto, a sala é dividida em 5 grupos e todos os alunos dispõem do laptop do UCA, do software livre Scratch, plataforma criada no Media Lab do MIT (Instituto de Tecnologia de Massachusetts) que possibilita a criação de animação e programação do robô , 5 kits de robótica e de internet de banda larga. O Projeto de Robótica foi realizado no período de março a setembro de 2013 e participei dele com o objetivo de analisar a apropriação da ferramenta Scratch pelos alunos na produção de animações, acompanhar o processo de aprendizagem com esta ferramenta e compreender como os alunos lidam com a questão dos multiletramentos, da multimodalidade, da autoria e do remix que ela propicia. As perguntas que surgiram durante a inserção no campo e que direcionaram a pesquisa foram as seguintes: i) Como as propiciações da ferramenta Scratch possibilitam repensar a questão da autoria, do remix e, de forma mais ampla, a produção textual no contexto escolar? ii) Como os alunos fazem uso da multimodalidade e dos recursos do Scratch e quais são os efeitos de suas escolhas na composição da animação e no processo de aprendizagem? O trabalho se insere na área da Linguística Aplicada e é um estudo de caso que se utiliza das seguintes ferramentas de pesquisa para geração de dados: a observação participante, diário de campo, vídeo-gravação das aulas e entrevista semiestruturada. Escolhi trabalhar com as produções de dois alunos para analisar o processo de criação da animação e o processo de aprendizagem com estes novos letramentos. O embasamento teórico centra-se na pedagogia dos multiletramentos (NLG, 1996; COPE; KALANTZIS, 2000; 2008) no conceito de "Web 2.0" (LANKSHEAR; KNOBEL, 2007; PINHEIRO, 2012), autoria (BARTHES, 1984; VAN HOECK; HOFFMAN, 2013) e remix (ERSTAD; GILJE; DE LANGE, 2007; MANOVICH, 2002). No dispositivo teórico-analítico do trabalho, mobilizei três conceitos trazidos por Bárbara Rogoff (2008 [1995]) para compreender o processo de aprendizagem do aluno com estes novos letramentos: aprendizagem, participação guiada e apropriação participativa, que a autora considera como conceitos inseparáveis que refletem diferentes planos de foco na atividade sociocultural: comunidade / institucional, interpessoal e pessoal. Por fim, notei que o Scratch, ambiente da Web 2.0 utilizado em sala de aula propiciou a criação de animações multimodais, remixadas e colaborativas no contexto escolar e possibilitou uma prática transformada / Abstract: The current discussions about literacies show that the students' contemporary reading and text production practices permeate the use of new Information and Communication Technologies (ICTs) (LANKHEARS; KNOBEL, 2007; COPE; KALANTZIS, 2008; 2011. The Municipal Elementary School of Campinas, in the State of São Paulo, where I performed the research, works with new ICTs - laptops distributed by the federal government through the project One Computer per Student (UCA) in the classroom. I worked with a 5th year classroom (students about 09-10 years old) that has the Robotics Project on its curriculum and aimes to teach programming in digital tools. To carry out the project activities, the room was divided into 5 groups and all students had the UCA's laptop, the free Scratch software, a platform created in the MIT Media Lab (Massachusetts Institute of Technology) that enables the creation of animation and programming of the robot, 5 robotics kits and broadband internet. The Robotics Project was carried out from March to September 2013 and I joined it aiming to analyze the appropriation of the Scratch tool by students in the production of animations and the issue of the learning process with this tool, in addition to understanding how students deal with the multiliteracies, multimodality, authorship and remix that it provides. The questions that arose during insertion in the field and directed the research were as follows: i) How the possibilities of the Scratch tool enables to rethink the question of authorship, the remix and, more broadly, textual production in the school context? ii) How students use multimodality and Scratch resources and what are the effects of their choices on the production of animation and in the learning process? The research is inserted in the area of Applied Linguistics and is a case study which uses the following research tools to generate data: participant observation, field diary, video recording of the classroom and semi-structured interview. I chose to work with two students productions to analyze the process of creating the animation and learning with these new literacies. The theoretical basis focuses on the pedagogy of multiliteracies (NLG, 1996; COPE; KALANTZIS, 2000; 2008), the concept of "Web 2.0" (LANKSHEAR; KNOBEL, 2007; PINHEIRO, 2012), authorship (BARTHES, 1984; VAN HOECK; HOFFMAN, 2013) and remix (ERSTAD; GILJE; DE LANGE, 2007; MANOVICH, 2002). In the theoretical and analytical device, I mobilized three concepts by Barbara Rogoff (2008 [1995]) to understand the student's learning process with these new literacies: participatory appropriation, guided participation and apprenticeship, which the author considers as inseparable concepts that reflect different focus plans on socio-cultural activities: community/institutional, interpersonal and personal. Finally, I observed that the Scratch, the Web 2.0 environment used in the classroom led to the creation of remixed and collaborative multimodal animations in the school context and enabled a transformed practice. OBSERVAÇÃOAs palavras Scratch e Remix devem ser grafadas em itálico / Mestrado / Linguagem e Educação / Mestra em Linguística Aplicada
2

Mashups : history, legality, and aesthetics

Boone, Christine Emily 16 June 2011 (has links)
As the popularity of mashups attests, individual songs and their increasingly irrelevant prepackaged albums no longer seem to constitute a finished product to many who listen to them. Instead individual songs often serve as raw ingredients for use in another recipe – the playlist, the mix, the mashup – which those who buy the songs make and exchange. The strict division between producers and consumers, which the music industry exploited very productively throughout the twentieth century, seems to be breaking down, and I conclude that the mashup models a different, more fluid relationship between musical consumption and production. In this dissertation, I examine mashups from a music theoretical point of view. I argue that the mashup represents an important musical genre with distinguishing characteristics and its own historical development. Chapter 1 defines the mashup and devises a typology that classifies the genre based on two characteristics: number of songs combined and the mode of their combination (vertical or horizontal). This typology leads to the division of the mashup into four distinct subtypes. Chapter 2 discusses significant legal challenges raised by the mashup, especially with respect to copyright. Mashups – at least in recorded form – began as an underground, largely non-commercial phenomenon, due to the cost and difficulty of obtaining permission to use another artist’s recording. I also examine various pertinent musical lawsuits and discuss their influence on the way mashup artists make and distribute their works. Chapter 3 probes the historical factors that led to the development of mashups, including sampling in hip hop music (both recorded and live), collage techniques in art music, and looping and mixing by club DJs. Chapter 4 investigates the aesthetics of the mashup. Critics in the popular press and on the internet judge mashups without specifying the musical characteristics that make a particular mashup successful. This chapter seeks to locate the aesthetic principles that govern mashup production. Using commentary by mashup artists as well as transcription and analysis of several mashups, I divide these aesthetic principles into two categories: construction and meaning. I then develop a list of characteristics that mashup artists aim for when creating their tracks. / text
3

A estética do mashup / The mashup aesthetics

Souza, Randolph Aparecido de 24 March 2009 (has links)
Made available in DSpace on 2016-04-29T14:23:48Z (GMT). No. of bitstreams: 1 Randolph Aparecido de Souza.pdf: 2953752 bytes, checksum: 949dcc91b6de02061dbf28192a5d8e57 (MD5) Previous issue date: 2009-03-24 / This research discusses the mashup practice, particularly the one of web applications, while own aesthetics, that translates a contemporary sensibility, reflex of the remix culture of which emerges. Copy, cut or paste are now intrinsic actions to the daily of the cyberspace, where the recombination of information is evidenced as usual practice. In this context, how to identify and relate the mashup aesthetics? Such scenery incites the further study concerning mashups, in search to trace a descending and contemporary overview by means of investigation and identification of its origin, structure and practical in the digital medium. To debate these issues was accomplished a historical redemption, in order to present the concepts and artistic movements precursors relative to its essence. The mashup comprehension advances in scope of the remix sphere. The issues referring to collaboration, interaction and authorship, as well as the conceptualization of the practical, based on the malleability of the binary code and the transposition between a medium to another one; will be sustained from the studies of Lev Manovich and Eduardo Navas. Thus, the analysis of the structure and functioning of mashups applications in the digital medium, demarcated by means of the considerations from Duane Merrill, consists in better assimilation to these reflections, since specifies the technological characteristics that define them. In intention to reorganize the several mashups models found in the net, it makes mapping inspired on Merrill s classification, however, propose own categories; supported in case studies made through the analysis of web sites that use the technique. With effect, it verifies that the mashup process former, based on combination of one or more sources for formation of something new, is the same adopted in different periods, in other words, is not entirely innovative; varies only the form of employment applied, in the relationship of the predecessors concepts to the technology and emerging medias. Finally, it emphasizes the importance of the proposed classification for mashups mapping in the revelation of organic categories, that allow thus to illustrate the fluid movements of associations and inter-relationships characteristic of its organization, in an accurate portrait of the universe of unlimited possibilities of imbrication in which they inhabit / Esta pesquisa discute a prática mashup, particularmente a de aplicativos web, enquanto estética própria, que traduz uma sensibilidade contemporânea, reflexo da cultura remix da qual emerge. Copiar, cortar ou colar agora são ações intrínsecas ao cotidiano do ciberespaço, em que a recombinação da informação evidencia-se como prática usual. Nesse contexto, como identificar e relacionar a estética do mashup? Tal cenário incita a um estudo mais aprofundado acerca dos mashups, em busca de traçar um panorama descendente e contemporâneo mediante investigação e identificação de sua origem, estrutura e prática no meio digital. Para debater estas questões foi realizado um resgate histórico, a fim de apresentar os conceitos e movimentos artísticos precursores relativos à sua essência. A compreensão de mashup avança no âmbito da esfera remix. As questões referentes à colaboração, interação e autoria, assim como a conceitualização da prática, fundamentada na maleabilidade do código binário e da transposição entre um meio a outro; sustentam-se a partir dos estudos de Lev Manovich e Eduardo Navas. Desse modo, a análise da estrutura e funcionamento dos mashups de aplicativos no meio digital, demarcada por meio das considerações de Duane Merril, consiste em melhor assimilação a estas reflexões, visto que especifica as características tecnológicas que os definem. No intuito de reorganizar os vários modelos de mashups encontrados na rede, efetua-se mapeamento inspirado na classificação de Merril, entretanto, propõem-se categorias próprias; amparadas em estudos de casos efetuados através da análise de web sites que se utilizam da técnica. Com efeito, constata-se que o processo formador do mashup, baseado na combinação de uma ou mais fontes para formação de algo novo, é o mesmo adotado nos diferentes períodos, ou seja, não é totalmente inovador; varia-se apenas a forma de emprego aplicada, no relacionamento dos conceitos antecessores à tecnologia e mídias emergentes. Por fim, ressalta-se a importância da classificação proposta para o mapeamento dos mashups na revelação de categorias orgânicas , que permitem assim ilustrar os movimentos fluidos de associações e inter-relações característicos de sua organização, num retrato acurado do universo de possibilidades ilimitadas de imbricamentos em que habitam

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