TCC - Licenciatura em Artes Visuais (UAEADTec)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/2884
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Resultados da Pesquisa
Item Brinquedos ópticos e o cinema de animação em aulas de arte(2019-12-12) Oliveira, Severina Jaqueline Alves de; Carvalho, Marluce Vasconcelos de; Lira, Rafael Pereira de; http://lattes.cnpq.br/4601784121439123; http://lattes.cnpq.br/2780914280180020; http://lattes.cnpq.br/6609050011569147This research aimed to investigate how animation cinema is able to generate enjoyment and knowledge in art. Thus, we propose to carry out a pedagogical intervention, through a workshop on animation cinema, in a class of 5th grade students, in a private school, in the city of Paudalho-PE. This workshop aimed to generate knowledge about animation cinema and optical toys as a means of learning in art. In this sense, the analysis of the workshop results was made through observations and comments from the students and their answers to a questionnaire, which we applied. The theoretical framework included discussions about the history of animation and learning through creation, reflecting on experiences performed in other contexts. We take the triangular approach, created by art educator Ana Mae, as the basis for the development of the workshop, contemplating the three pillars of art: historical contextualization, artistic making and artistic appreciation. The results of this experience obtained from student reports and information on practices by other authors indicated that it is possible to create animation in art classes with the aid of technology. The language of cinema combined with the learning and making of proposed optical toys gave students the opportunity to reflect on various themes, especially art, developing new knowledge.Item Oficina de produção de animação com Scratch: uma intervenção pedagógica em uma escola do ensino fundamental(2020) Guimarães, Paulo Sérgio Farias; Lira, Rafael Pereira de; http://lattes.cnpq.br/4601784121439123; http://lattes.cnpq.br/1402752266512445This research aims to demonstrate how the Scratch software benefits the learning process of students at an elementary school in Pernambuco. An animation workshop was held at that school through the discipline of Visual Arts and had as its theoretical framework, digital art and education, from the point of view of the digital age. Education animation was also a reference in this analysis. The history of animation and its importance over time were included in this framework. Another reference factor was the Scratch software, as it is a fundamental support application in the development of the animations carried out in this workshop, the Scratch analysis encompassed several essential, theoretical and practical factors, as a way to support the concepts applied in the classroom and achieve the research objectives. The data obtained indicate that there is a considerable possibility of improvement in the learning process, especially with regard to creativity and interactivity in the development of new skills. Based on the results and discussions presented, it is considered that the research was satisfactory, reaching its objective and ratifying the importance of using animation, developed through the Scratch application, as an instrument of pedagogical practice in the classroom for pre- adolescents in elementary school II, being proven by the results of the practical activity observed through the workshop.Item Animação tradicional para o ensino fundamental: benefícios para à sala de aula(2021-11-19) Venturin, Marilindi Leal; Lira, Rafael Pereira de; http://lattes.cnpq.br/4601784121439123; http://lattes.cnpq.br/1677865707112752This study pursuits to present the perception of the teachers of using traditional animation in the classroom for teachers who acts in Elementary School, helping in the teach-learning process. From the bibliographic research, it was possible to identify the benefits of using animation as an educational tool to be applied in the classroom. Through the theoretical foundation, methodologies and parameters were indicated to rig professionals with information and knowledge of how to work with students in the production of a traditional animation, allowing the realization of their own productions. In a practical way, through digital questionnaries and video production, was pointed the benefits of using animation in the classroom were punctuate out and the stages of application were pointed out for the teachers, addressing the basic concepts and steps to develop a traditional animation. Data and analysis of this work were collected through digital questionnaires and virtual material that reached theachers working in Elementary School. All planning, from the studies presented to the production of a support material for teachers, will serve to analyze the contributions of traditional animation and its application as a methodological tool in the classroom. It is also highlighted the uses of applications in order to facilitate the creation of animations.