TCC - Licenciatura em Educação Física (Sede)

URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/267

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Resultados da Pesquisa

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    O ensino do jogo nas aulas de educação física no ensino médio: uma experiência no Programa Residência Pedagógica
    (2024-09-24) Silva, Edla Camila Pereira Santos Cândido da; Paiva, Andréa Carla de; http://lattes.cnpq.br/1546386833032185; http://lattes.cnpq.br/6306987490945390
    This work is the result of an experience lived as a resident of the Pedagogical Residency Program (PRP), which is a program of the Coordination for the Improvement of Higher Education Personnel – CAPES. This experience took place in a High School Reference School of the Pernambuco State Network. Our objective is to understand the systematization of Game content in Physical Education classes in High School, recognizing the specificity of Physical Education at school and the Game as content in classes, describing the experience of teaching the game in Physical Education classes. We know that the organization of knowledge offered at school is done in a systematic way through the curricular components responsible for pedagogically addressing the specific knowledge of each area and which must be studied at the school institution. In this way, we use a qualitative approach, in the search to understand, interpret and dialectize the object of investigation, considering that its raw material is made up of a set of nouns that complement each other: experience, experience, common sense and action. We therefore opted for a descriptive study of the experience report type. Given the results obtained, we point out the relevance of the game as a content in Education classes, especially in High School, deconstructing the perception that students in this year of school are interested in the theme when the meaning and significance of the activity for training are recovered.
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    Contribuições do jogo popular “queimado” para a educação física escolar
    (2024-03-11) Silva, Darlen Maria Lima da; Mello, Rachel Costa de Azevedo; http://lattes.cnpq.br/8749101676171464; http://lattes.cnpq.br/3478685409668532
    The purpose of this research is to investigate the popular game queimado. Starting from the problem: what are the educational possibilities and contributions of the burnt game to school physical education? Based on this problem, we set ourselves the general objective of analyzing the educational possibilities and contributions of the burnt game to school physical education. And as specific objectives: to conceptualize the game and the popular game as knowledge historically constructed by humanity; to identify the game and the popular game as teaching content of the physical education curriculum component and to characterize the burnt game and its historical origin. To this end, the bibliographical research method was used to answer the proposed objectives, based on an analysis of articles related to the topic. As results of the research, we can affirm that the teaching content Game, specifically the popular game queimado (burned) is present in all stages of our lives, being it systematized and organized as content, brings relevant contributions to the acquisition of knowledge, as well as enables socialization, effective participation of students during classes, dialogue, promote advancement in higher elementary functions, provide opportunities for the exploration of psychomotor, cognitive and social capacities in an integral way of the student, in addition to allowing access to knowledge historically constructed by man. Thus, we conclude that although this subject is challenging, the contributions of this popular game to physical education have been seen, and it is necessary for physical education teachers to continue emphasizing the importance of rescuing popular games, as well as highlighting their contributions to the teaching and learning process for students.
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    A educação física escolar e os jogos populares: seu espaço na produção do conhecimento
    (2021-12-02) Andrade, Quesia Gouveia de; Lindoso, Rosângela Cely Branco; http://lattes.cnpq.br/3076590717855221
    This research aims to identify how games emerged in human history, their developments and how they are presented today; categorizing the different types of games that currently exist, and identifying the contributions of popular games in schools physical education. From a methodological point of view, this is a bibliographical research, more specifically of scientific articles published in Portuguese between 2011 and 2021. Developed in a qualitative approach and carried out in journals, Revista Brasileira de Ciência do Esporte (RBCE) and Revista do Programa de Pós-graduação Interdisciplinar em Estudos do Lazer (LICERE), and the SCIELO and LILACS database, we seek to deepen the topic of popular games and their contributions to the formation of the development of these subjects. For these analyses, we base ourselves on the historian Johan Huizinga, regarding the discussion about the origin and transformation of games over time; in authors such as Fausto Amaro and Tizuko Kishimoto, characterize and conceptualize games, as well as understand their relationship with education. Together with the Coletivo de Autores book that deals with the concept of “Body Culture”; and in the works of Adriana Friedmann, Camila Valduga, and Roger Caillois, for the categorization of the different types of games that exist today. Although the literature indicates that popular games are an important tool for a child's development, constituting content that needs to be pedagogically treated by schools physical education and their cultural heritage, our research shows that, currently, they are losing space due to electronic games, and alerts to the need to be discussed for the production of knowledge within schools physical education, due to its importance in pedagogical practice.
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    Se essa rua fosse minha: o resgate dos jogos populares através da educação física escolar
    (2019-02-06) Lima, Maria Claudia Virgínia de; Costa, Marcos André Nunes; http://lattes.cnpq.br/2739394540779281; http://lattes.cnpq.br/2197657366665979
    In contemporary society, spaces for games and games become increasingly scarce: violence, traffic, construction of buildings. Aspects that take children from streets and squares, the old stage for these popular experiences. In parallel technology continues to advance and consumption of computers, cell phones and tablets growing. In this perspective, the present study proposes, through a bibliographical review, to discuss and analyze the space that popular games are currently occupying, so this work aims to historicize about popular games and their cultural importance, listing possible causes of distancing from the street games of children's lives and Identify what the literature says about the experience of popular games in Physical Education.