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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.
131

Gruppundervisning som metod för att utbilda artister

Svedberg, Patrik January 2015 (has links)
I denna uppsats undersöks hur studenter och lärare uppfattar att gruppundervisningen påverkar viktiga moment för blivande artister. Är det viktigt att se andra uppträda ur ett inlärningsperspektiv? Vad betyder gruppen for individens prestation? Vad finns för forskning om olika typer av gruppundervisning som t.ex. peer-learning och masterclass? Även forskning om hur grupper påverkar individen har varit intressant. Undersökningen fokuserar på ämnet interpretation i masterclass-form för sångare, där syftet varit att undersöka studenters och lärares uppfattningar om hur gruppundervisning påverkar inlärningsprocessen av artistspecifika moment så som nervositet, scenvana, scennärvaro, repertoarkännedom m.m. Denna undersökning är gjord i enkätform och där lärare, och studerande som fortsatt till högre utbildning inom sång, har medverkat. Resultatet visar att uppfattningen är att masterclass-formen har varit mycket viktig för studenternas utveckling i sitt framtida yrkesval. En viktig och återkommande åsikt har varit att kontinuiteten och frekvensen av ämnet är vital för att uppnå goda resultat.
132

The role of technology in a 21st century pedagogy

Corfield, George Thomas January 2013 (has links)
The need for change within the Further Education sector in line with technological developments in our current society was apparent within my teaching practice. This led to a number of thoughts about virtual learning environments and its application within the teaching role. The role of the computer as a real socio-cultural learning environment was explored to examine if this environment could be nearer to the concrete experiential and situated learning environment that students came from at an early age. It was hoped that this would be a different learning environment that would start slowly and grow in an organic way. It involved the growth of a very different culture of learning, a learning environment that may include a different literature and with different ways of thinking about what is to be learned and how to learn it. It was also hoped that the virtual learning environment would provide a very powerful strategy to allow the operation of the principle of variation and selection which it needed within the college Learnwise Educational system. Education should shift from individual, technology-free cognition to a resourceful collaborative learning, and distributed intelligence. Learners should be empowered through thoughtful and innovative use of technologies, and benefit from social distributions of cognitions. Salomon et al.'s (1998) commented that education should pay more attention to the "effects of" technology rather than the "effects with" technology, so that autonomous performance may be achieved. The attempt of the first part of the research has been to investigate a student-centred strategy in a computer supported collaborative learning environment to see whether this kind of higher-order knowledge can be distributed among peers and environment. The starting point of the second part of my research focussed on the links between constructivist theory and knowledge management in relation to college teaching practice. Since this research formed part of a whole college restructuring of teaching and learning, a baseline for current practice was necessary. Literature concerning the use of technology was explored in order to benchmark where the college was at the start of the research. As a result of this initial investigation, a survey of current college practice resulted in a paper being accepted by the HE Academy at their 8th Annual Conference in 2007. Page 6 Results from this research indicated that, although the college displayed similar results to other FE establishments, it was imperative that a move to a new building with a digital environment philosophy required more than merely a physical move. As a result, research into emerging technologies was deemed to be important if the college was to take advantage of a new digital teaching concept. Investigation into collaborative tools and Web 2.0 techniques was seen as appropriate at this stage. The study of computer-supported collaboration included the study of this software and social phenomena associated with it. Through this element of research it was hoped to investigate these collaborative techniques in the light of constructivist theories in order to develop an appropriate and effective digital teaching model. Expanding the research to explore portal technologies, with a particular focus on the integration of teaching practice, would hopefully highlight a possible path connecting current practices to an educational portal and illuminate the benefits and challenges of such an endeavour. Acquiring and deploying Web-based collaborative functionality within an organisation has become a strategic move to improve relationships between employees, partners and customers. The ultimate aim of the research and hence the thesis being addressed, will be to show that it is possible to create a “Learning or College Gateway” as a solutions framework that helps improve education by integrating the tools staff and students already use and puts them to work connecting people with the information and processes they need to teach, learn and manage more effectively. This will create a powerful educational portal that enables the people throughout the college to share information and work together on activities from a single point of access. The gateway will therefore use innovative collaboration and communications technologies to help staff get more out of existing applications using familiar tools and extending the value of investment made in existing learning environment technologies. The aim of the research was partly answered by using project based scenarios which gave some staff a new insight into the use of ICT. However, those involved in projects were generally the more pro-active teachers. A slightly different approach is needed and College Management has been advised to explore the use of an interactive college intranet and a dedicated eLearning team as a possible way forward.
133

Enhancing Personalization and Learner Engagement in Context-aware Learning Environment - A Pedagogical and Technological Perspective

Mayeku, Betty 09 September 2015 (has links)
No description available.
134

Using Collaborative Peer Coaching as a Construct to Guide Teaching Around the Use of Student Assessment Data

January 2011 (has links)
abstract: ABSTRACT This study details the pilot of a collaborative peer-coaching model as a form of job embedded professional development, to guide teacher collaboration and planning based on benchmark assessments. The collaborative peer-coaching framework used (including reflection and collaboration about student data, and classroom instruction) was informed by the five propositions outlined by the National Board of Professional Teacher Standards (NBPTS). This intervention included teacher training, discussion (pre and post instruction), collaboration about student benchmark data, and classroom observations with further data collected through surveys and interviews. Using a mixed methods approach to data collection and analysis, I focused on how participants engaged in a collaborative peer-coaching model to guide their instruction based on the use of student data they collected from common benchmark assessments. / Dissertation/Thesis / Ed.D. Educational Administration and Supervision 2011
135

Laboratório de exergames na educação física : conexões por meio de videogames ativos

Finco, Mateus David January 2015 (has links)
A presente tese de doutorado traz como tema central o uso de exergames como uma nova proposta de integração e recurso para aulas de Educação Física. O intuito desta pesquisa é fornecer subsídios para que professores possam utilizar esta tecnologia na realização de atividades escolares em aulas ou em projetos complementares envolvendo movimentos corporais amplos. Como objetivo geral, este estudo visa investigar de que maneira um laboratório experimental de exergames pode contribuir com o engajamento de alunos que geralmente apresentam sinais de insatisfação na prática de atividades físicas. Além deste aspecto principal, este estudo investigou como os alunos colaboram, intercambiam ideias e apoiam uns aos outros na realização das atividades no laboratório. Os preceitos de engajamento envolvendo interesse, entusiasmo e curiosidade foram analisados durante as interações dos alunos com os videogames ativos nos estudos desenvolvidos. Também, foram observados os principais aspectos e desafios pedagógicos na implementação de tecnologias como o laboratório de exergames no contexto escolar e suas implicações durante as mediações em aulas com o uso dos videogames ativos. Uma metodologia de cunho qualitativo foi empregada para a coleta e análise dos dados, utilizando: a) observação não participante a partir de registros gravados nos encontros do Laboratório de Exergames; b) realização de entrevista semiestruturada com os professores de Educação Física e coordenador de Educação Física. A partir dos estudos realizados foi possível observar que o laboratório de exergames se configura como uma alternativa viável para as aulas regulares de Educação Física, podendo aumentar o nível de engajamento e colaboração de alunos com sinais de insatisfação com as atividades propostas nas aulas regulares. / The present Doctoral Thesis project brings as central theme the use of exergames as a new integration and resource proposal for Physical Education classes. The intention for this research is to provide new pedagogical tools for teachers to use this technology for interactive activities involving active body movements. As main objective, this study aims to investigate how an experimental exergames lab can contribute with students engagement that usually show signs of dissatisfaction in practices of physical activities. Furthermore, it has been our goal to understand how students collaborate, exchange ideas and support each other in the activities in the exergames lab. The concept of engagement involving interest, enthusiasm and curiosity was analyzed during the interaction of the students with the videogames. The main pedagogical challenges in the implementation of technologies with the exergames lab in the school context have been observed, as well as their implications during the use of video games in the classes. A qualitative research method was adopted for the collection and analysis of data: (a) we followed mainly a non-participant observation through recorded videos; (b) semi-structured interviews were made with the Physical Education teachers and Physical Education coordinator involved in the research. The study carried out enabled us to conclude that the exergames lab may be a viable alternative to regular Physical Education classes, being able to increase the level of engagement and collaboration of students with signs of dissatisfaction with the activities proposed in the regular classes.
136

NARRATIVAS DE EXPERIÊNCIAS VIVIDAS POR DOCENTES E DISCENTES COM USO DE TECNOLOGIA DE INFORMAÇÃO E COMUNICAÇÃO – TDIC NA EDUCAÇÃO BÁSICA / Narrative of experiences of teachers and students whit technology use of information and communication : TDIC in basic education

LIMA, FABIANA ANHAS BARBOSA 30 September 2015 (has links)
Submitted by Noeme Timbo (noeme.timbo@metodista.br) on 2016-08-25T22:44:52Z No. of bitstreams: 1 FabianaLima.pdf: 7393691 bytes, checksum: 3844014e118ebc7d196930bd127090fd (MD5) / Made available in DSpace on 2016-08-25T22:44:52Z (GMT). No. of bitstreams: 1 FabianaLima.pdf: 7393691 bytes, checksum: 3844014e118ebc7d196930bd127090fd (MD5) Previous issue date: 2015-09-30 / We live in a period of political transformations, economic, social and cultural, all the time, in the imposing challenges. In this context, in recent decades, the use of technology has been extended in several everyday activities, dissemination of information, in the communication, as a means of expression and organization of society. The school, while social institution, needs to recognize this new reality, this different possibility of acquisition and processing of knowing, so that it can intervene, resign and redirect its action in order to meet the demands of its time. The general objective of this research, from the presentation and analysis of experiments with the use of information technologies and knowledge, reflect on how to put these tools in the process of teaching and learning in school from the view of teachers and students, aiming at the integral formation of the learner. In this way, development, understand each other as necessary to meet and consider the historical context, as well as school-related prospects and its protagonists (teachers and students) in the information and knowledge society. We emphasize the importance of teaching staff (training) and its role as a mediator in the process of learning, as well as receiving to technology, watching this performance space and function. We emphasize the use of TDIC experiments performed by teachers and students as the game production, scientific journals, writing stories, artistic productions, blogs, vlogs, discussions in groups present in social networks. The methodology used in this research is qualitative, action research mode and narrative, in function of the involvement with the Group and with the activities developed, in which participants share their personal stories with the researcher and learning related to actions or activities that perform, providing information and relevant evidence about the process of formation over time. The literature review was performed by means of bibliographical and documental analysis in books, theses, dissertations, specific journals on the subject, in addition to articles published on the Internet. The data were collected through informal conversations, semi-structured interviews and filming of the reports. The analysis was carried out from the phenomenological hermeneutic approach, which seeks to describe and interpret phenomena of human experience in order to investigate the essence through the identification of themes. The results point to the need for and possibility of expanding the use of TDIC as resource in the teaching and learning process, through training, dialogue, interaction, intentionality, expectations, hopes and their developments. / Vivemos um período de transformações políticas, econômicas, sociais e culturais que, a todo instante, nos impõe desafios. Neste contexto, nas últimas décadas, o uso da tecnologia tem sido ampliado na realização de diversas atividades cotidianas, na divulgação de informações, na comunicação, como forma de expressão e organização da sociedade. A escola, enquanto instituição social, precisa reconhecer esta nova realidade, esta diferente possibilidade de aquisição e transformação de saber, para que possa intervir, ressignificar e redirecionar sua ação, a fim de atender as demandas de seu tempo. O objetivo geral desta pesquisa, a partir da apresentação e análise de experiências realizadas com o uso de Tecnologias da Informação e Conhecimento, é o de refletir sobre como inserir estas ferramentas no processo de ensinar e aprender na escola a partir da visão de professores e alunos, visando a formação integral do educando. Deste modo, no desenvolvimento, entendemos como necessário conhecer e considerar o contexto histórico, bem como as perspectivas relacionadas a escola e seus protagonistas (professores e estudantes) na chamada Sociedade da Informação e do Conhecimento. Ressaltamos a importância do docente (sua formação) e seu papel de mediador nos processos de aprendizagem, assim como a recepção à tecnologia, observando função e espaço de atuação desta. Destacamos experiências com a utilização de TDIC, realizada por professores e alunos, como a produção de game, revistas científicas, escrita de histórias, produções artísticas, blogs, vlogs, discussões em grupos presentes em redes sociais. A metodologia utilizada nesta pesquisa é qualitativa, na modalidade de pesquisa-ação e narrativa, em função do envolvimento com o grupo e com as atividades desenvolvidas, nas quais os participantes compartilham com o pesquisador suas histórias pessoais e de aprendizagem relacionadas às ações ou às atividades que realiza, fornecendo informações e indícios relevantes sobre o seu processo de formação ao longo do tempo. A revisão de literatura foi realizada por meio de análise bibliográfica e documental em livros, teses, dissertações, periódicos específicos sobre o assunto, além de artigos publicados na Internet. A coleta de dados foi realizada a partir de conversas informais, entrevistas semiestruturadas e filmagem dos relatos. A análise foi realizada a partir da abordagem hermenêutico-fenomenológica, que busca descrever e interpretar fenômenos da experiência humana, a fim de investigar a essência por meio da identificação de temas. Os resultados apontam para a necessidade e possibilidade da ampliação da utilização de TDIC como recurso no processo de ensino e aprendizagem, por meio de formação, diálogo, interação, intencionalidade, expectativas, esperança e seus desdobramentos.
137

Educator' perspectives on collaboration in Institutional Level Support Teams (ILSTs) of schools in the Wynberg, Grassy Park and Pelican Park area

Parker, Rianah-Leigh Marr January 2013 (has links)
Magister Educationis - MEd / South Africa has a history of inequalities due to the Apartheid system, much of this is reflected in Educational policies regarding Special Education, Specialised Education and Educational Support Services resulting in inadequate education. "Education White Paper 6", (Department of Education, 2006) is a response by the South African government to the inequalities, which constitute as barriers to learning. The key to reducing barriers to learning at all levels of education lies in the strengthening of Education Support Services, (Department of Education, 2001). Thus Support Services Systems are established at various levels including National, Provincial, Regional, and Education Districts and at Institutional Level. At the level of Institutions, Institutional Level Support Teams are established as a school -based team, with its primary function to put in place learner and educator support services. Institutional Level Support Teams (ILSTs) are expected to co-opt expertise from the school community, collaborate with the local community, parents and the District department of education. The Institutional Level Support Teams are expected to collaborate or form partnership to achieve their common goals and successful achievement of their objectives. The main objective of this study was to gain insight into educator's perspectives on collaboration or forming partnership with other members of their schools' ILSTs. These perspectives related to the attitudes educators have towards collaboration in the ILST, the benefits they consider deriving from their work at the ILST, the activities they involve themselves in and the challenges they face while collaborating with other members of their schools' ILST. The study adopted a mixed methods approach and involved teachers of four high schools in the Western Cape. Quantitative and qualitative data were collected using questionnaire and interview protocol. The results of the analysis of quantitative and qualitative data collected for the study revealed that the educators who participated in the study expressed fairly positive attitudes towards collaborating with other stakeholders in the ILSTs. The participants felt that their participation in the schools' ILSTs was beneficial to the learners, parents and educators. All activities presented to them on the questionnaire were endorsed as those they participated in while collaborating with others in their schools' ILSTs. The participants also indicated that they experienced a number of challenges while collaborating with others in their schools ILSTs. These challenges include a lack of parental and community involvement as well as poor guidelines on the operations of ILST by the Department of Education. The study provides recommendation as to how to improve collaboration in the ILST.
138

Modelagem probabilística de aspectos afetivos do aluno em um jogo educacional colaborativo

Pontarolo, Edilson January 2008 (has links)
Este trabalho apresenta o processo de construção de um modelo de inferência de emoções que um aluno sente em relação a outros alunos durante interação síncrona em um contexto de jogo colaborativo de aprendizagem. A inferência de emoções está psicologicamente fundamentada na abordagem da avaliação cognitiva e foram investigadas relações entre objetivos e normas comportamentais do aluno e aspectos de sua personalidade. Especificamente, foram empregados o modelo OCC de emoções e o modelo Big-Five (Cinco Grandes Fatores) de traços de personalidade para a fundamentação teórica da modelagem. O modelo afetivo representa a vergonha e orgulho apresentados pelo aluno em resposta à avaliação cognitiva de suas próprias ações e a reprovação e admiração apresentadas pelo aluno em resposta a ações de seu parceiro de jogo, a partir da avaliação do comportamento observável dos parceiros representado por suas interações no jogo colaborativo, em relação a normas comportamentais do aluno. A fim de suportar a incerteza presente na informação afetiva e cognitiva do aluno, adotou-se uma representação deste conhecimento através de Rede Bayesiana. Um refinamento qualitativo parcial e a respectiva parametrização quantitativa do modelo probabilístico foram efetuados a partir da análise de uma base de casos obtida através da condução de experimentos. A fim de prover um ambiente experimental, foi concebido e prototipado um jogo colaborativo no qual dois indivíduos conjugam esforços a fim de resolver problemas lógicos comuns à dupla, através de ações coordenadas, negociação simples e comunicação estruturada, em competição com outras duplas. / This work presents the construction of a model to infer emotions a student feels towards other students during synchronous interaction in the context of a collaborative learning game. The emotions inference is psychologically based on cognitive appraisal theory. Some relations between students’ personality and their goals and behavioral standards were also investigated. This modeling was based on OCC emotion model and Big-Five personality model. The affective model represents the student’s proud and shame as an answer to the cognitive appraisal of her/his own attributed interactions, and the student’s admiration and reproach as an answer to the cognitive appraisal of her/his partner attributed interactions, both according to the student’s behavioral standards. Bayesian Network knowledge representation was employed to better stand for the uncertainty present in the student’s cognitive and affective information. Employing a data-driven procedure, the probabilistic model was partially refined in terms of qualitative relations and quantitative parameters. Experimental data were obtained by using a game prototype implemented in order to support a collaborative dynamics of coordinated action, simple negotiation and structured communication, through which students interacted in order to solve shared problems, during synchronous competition with other students.
139

Aprendizagem docente sobre estruturas multiplicativas a partir de uma formação colaborativa apoiada em tecnologias digitais

Maia, Dennys Leite January 2016 (has links)
MAIA, Dennys Leite. Aprendizagem docente sobre estruturas multiplicativas a partir de uma formação colaborativa apoiada em tecnologias digitais. 2016. 195f. – Tese (Doutorado) – Universidade Federal do Ceará, Programa de Pós-graduação em Educação Brasileira, Fortaleza (CE), 2016. / Submitted by Márcia Araújo (marcia_m_bezerra@yahoo.com.br) on 2016-11-23T12:01:20Z No. of bitstreams: 1 2016_tese_dlmaia.pdf: 4642939 bytes, checksum: a9072e8cb3c4e2c9f07c0d82e262e525 (MD5) / Approved for entry into archive by Márcia Araújo (marcia_m_bezerra@yahoo.com.br) on 2016-11-23T17:28:12Z (GMT) No. of bitstreams: 1 2016_tese_dlmaia.pdf: 4642939 bytes, checksum: a9072e8cb3c4e2c9f07c0d82e262e525 (MD5) / Made available in DSpace on 2016-11-23T17:28:12Z (GMT). No. of bitstreams: 1 2016_tese_dlmaia.pdf: 4642939 bytes, checksum: a9072e8cb3c4e2c9f07c0d82e262e525 (MD5) Previous issue date: 2016 / Digital technologies can help to reveal and mediate reflections about teaching practice and contribute to the continued training of teachers who have conceptual and didactic needs about Mathematics. Thus, the central question of this research is: What contribution does a digital technology supported collaborative training have on learning and teacher practice about multiplicative structures conceptual field? It was defined as general objective: To analyze the contributions of collaborative teacher training supported digital technologies about multiplicative structures. The specific objectives were thus outlined: To chart teachers knowledges about the teaching and learning of multiplicative structures; To identify the ways that teachers interact and use digital technologies for discussion and analysis of Mathematics teaching; and To characterize the construction and reconstruction of mathematical concepts by teachers from the digital technology supported collaborative training experience. The main theoretical references were about elements of collaborative learning and conceptual field of multiplicative structures. The adopted method research was the Collaborative Research, comprising the stages of co-situation, cooperation and coproduction. It was conducted with three teachers-coordinators of the Observatory of Education Project (OBEDUC) in Ceara, identified as PCA, PCN and PCS. The digital technologies supported collaborative training happened in august and november 2015. Virtual preliminary interviews data and OBEDUC Project instruments comprised the Collaborative Research co-situation stage. The co-production stage took place mainly through virtual interactions, through shareholdings and teachers productions in Facebook, Skype and WhatsApp. The developed knowledge and a collaborative production among the participants represent the co-production stage. The teachers had limited repertoire of multiplicative situations, just having problems Simple Proportion, Multiple Proportion and Measures Product with rectangular configuration. All of them demonstrated difficulties with didactic Mathematics and multiplicative structures aspects. With the training first activities, it was identified that the teachers had basic knowledges about the multiplicative conceptual field, with a polarization between PCA and PCN, with PCS between both, regarding knowledge and classification of situations. The concepts construction and reconstruction occurred from interactions developed with digital tools. The discussion, proposition, classification and analysis of situations collaboratively, followed by application with students, registration through videos and images for later posting, sharing and collaborative discussion, significantly boosted reflection of practice with Mathematics. The results show that digital media – images and videos - were relevant for the exposition of participants conceptions about the multiplicative field and student resolution strategies. Noteworthy is the partnership between School and University for the production of new knowledge and training model that favored the conceptual expansion by the participants. The experience mobilized abilities and skills about teaching and learning multiplicative structures. The perception that an accurate treatment of student resolution strategies is indispensable is one of the main gains of training. / As tecnologias digitais podem ajudar a desvelar e mediar reflexões sobre a prática docente e contribuir para a formação continuada de professores com carências conceituais e didáticas acerca da Matemática. Assim, a questão central desta pesquisa é: Que contribuição uma formação colaborativa apoiada em tecnologias digitais exerce sobre a aprendizagem e a prática docente acerca do campo conceitual das estruturas multiplicativas? Definiu-se, como objetivo geral: Analisar as contribuições de formação colaborativa, apoiada em tecnologias digitais, sobre a construção conceitual e pedagógica acerca de estruturas multiplicativas. Os objetivos específicos foram assim delineados: Mapear os conhecimentos docentes sobre estruturas multiplicativas; Identificar as formas que as professoras interagem e utilizam as tecnologias digitais para discussão e análises sobre o ensino de Matemática; e Caracterizar a construção e reconstrução dos conceitos matemáticos pelas professoras a partir da experiência de formação colaborativa com apoio de tecnologias digitais. Os principais referenciais teóricos versaram sobre elementos da aprendizagem colaborativa e campo conceitual das estruturas multiplicativas. O método de investigação adotado foi a Pesquisa Colaborativa, contemplando as etapas de cossituação, cooperação e coprodução. Realizou-se a pesquisa com três professoras-coordenadoras do Projeto Observatório da Educação (OBEDUC) no Ceará, identificadas como PCA, PCN e PCS. A formação colaborativa, com apoio em tecnologias digitais, aconteceu entre agosto e novembro de 2015. Dados de entrevistas virtuais preliminares e instrumentos do Projeto OBEDUC compuseram a etapa de cossituação da Pesquisa Colaborativa. O estágio de coprodução ocorreu, prioritariamente, por meio das interações virtuais, com as participações e produções das professoras no Facebook, Skype e WhatsApp. Os conhecimentos desenvolvidos e uma produção colaborativa entre os participantes representam a etapa de coprodução. As professoras possuíam restrito repertório de situações multiplicativas, apresentando apenas problemas de Proporção Simples, Proporção Múltipla e Produto de Medidas com configuração retangular. Todas demonstraram dificuldades com aspectos didáticos da Matemática e sobre estruturas multiplicativas. Com as primeiras atividades da formação, identificou-se que as docentes possuíam conhecimentos básicos acerca do campo conceitual multiplicativo, com uma polarização entre PCA e PCN, com PCS entre ambas quanto ao conhecimento e classificação de situações. A construção e reconstrução dos conceitos ocorreu a partir das interações desenvolvidas com as ferramentas digitais. A discussão, proposição, classificação e análise das situações de forma colaborativa, seguida de aplicação com alunos, registro por meio de vídeos e imagens, para posterior postagem, compartilhamento e discussão colaborativa, fomentou significativamente a reflexão da prática com Matemática. Os resultados mostram que as mídias digitais – imagens e vídeos – foram relevantes para a exposição das concepções dos participantes sobre o campo multiplicativo e estratégias de resolução discente. Destaca-se a parceria entre Escola e Universidade para a produção de novos conhecimentos e modelo de formação, que favoreceu a ampliação conceitual pelos participantes. A experiência mobilizou habilidades e competências acerca do ensino e da aprendizagem de estruturas multiplicativas. A percepção de que é indispensável um tratamento apurado das estratégias de resolução discente evidencia-se como um dos principais ganhos da formação.
140

Laboratório de exergames na educação física : conexões por meio de videogames ativos

Finco, Mateus David January 2015 (has links)
A presente tese de doutorado traz como tema central o uso de exergames como uma nova proposta de integração e recurso para aulas de Educação Física. O intuito desta pesquisa é fornecer subsídios para que professores possam utilizar esta tecnologia na realização de atividades escolares em aulas ou em projetos complementares envolvendo movimentos corporais amplos. Como objetivo geral, este estudo visa investigar de que maneira um laboratório experimental de exergames pode contribuir com o engajamento de alunos que geralmente apresentam sinais de insatisfação na prática de atividades físicas. Além deste aspecto principal, este estudo investigou como os alunos colaboram, intercambiam ideias e apoiam uns aos outros na realização das atividades no laboratório. Os preceitos de engajamento envolvendo interesse, entusiasmo e curiosidade foram analisados durante as interações dos alunos com os videogames ativos nos estudos desenvolvidos. Também, foram observados os principais aspectos e desafios pedagógicos na implementação de tecnologias como o laboratório de exergames no contexto escolar e suas implicações durante as mediações em aulas com o uso dos videogames ativos. Uma metodologia de cunho qualitativo foi empregada para a coleta e análise dos dados, utilizando: a) observação não participante a partir de registros gravados nos encontros do Laboratório de Exergames; b) realização de entrevista semiestruturada com os professores de Educação Física e coordenador de Educação Física. A partir dos estudos realizados foi possível observar que o laboratório de exergames se configura como uma alternativa viável para as aulas regulares de Educação Física, podendo aumentar o nível de engajamento e colaboração de alunos com sinais de insatisfação com as atividades propostas nas aulas regulares. / The present Doctoral Thesis project brings as central theme the use of exergames as a new integration and resource proposal for Physical Education classes. The intention for this research is to provide new pedagogical tools for teachers to use this technology for interactive activities involving active body movements. As main objective, this study aims to investigate how an experimental exergames lab can contribute with students engagement that usually show signs of dissatisfaction in practices of physical activities. Furthermore, it has been our goal to understand how students collaborate, exchange ideas and support each other in the activities in the exergames lab. The concept of engagement involving interest, enthusiasm and curiosity was analyzed during the interaction of the students with the videogames. The main pedagogical challenges in the implementation of technologies with the exergames lab in the school context have been observed, as well as their implications during the use of video games in the classes. A qualitative research method was adopted for the collection and analysis of data: (a) we followed mainly a non-participant observation through recorded videos; (b) semi-structured interviews were made with the Physical Education teachers and Physical Education coordinator involved in the research. The study carried out enabled us to conclude that the exergames lab may be a viable alternative to regular Physical Education classes, being able to increase the level of engagement and collaboration of students with signs of dissatisfaction with the activities proposed in the regular classes.

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