TCC - Licenciatura em Educação Física (Sede)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/267
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Resultados da Pesquisa
Item Análise das expectativas de aprendizagem do conteúdo jogo entre discentes do 3º ano do ensino médio em uma escola de referência em ensino médio na cidade de Tracunhaém: um estudo de caso(2019-07-22) Silva, Dailson Carlos de Oliveira; Costa, Marcos André Nunes; http://lattes.cnpq.br/2739394540779281; http://lattes.cnpq.br/6815313906220066The game is part of the five major contents of the physical education curriculum component. Throughout its history the game had different purposes and purposes according to the time and society and we can see that its relationship with education is strongly related to early childhood education, but it is important for other age groups in what concerns the education. In the state of Pernambuco, the game is understood as a component of body culture to be worked on in physical education classes. For the third year of high school, students are expected to understand the game and be able to reflect, perceive, understand and explain common and regular properties about the object. A case study was conducted at a High School Reference School in the city of Tracunhaém with the objective of investigating the comprehension of the game content in high school, according to learning expectations and it was found that 90% of the students of the 3rd had classes of PE in elementary school, 91% studied game content in PE classes 99% answered that they have or had classes about game in high school, these students answered that the most used strategy during classes was the use of slides and that sports games was the most worked during the classes. When questions referred to expectations 57% answered that they could produce texts about the game, 80% could differentiate the concepts of different games, 91% understood the concepts of victory and defeat within the games, 76% answered that they understood the importance of practice. for health and 91% answered that they understood the importance for leisure and work. The school where the research was conducted proved to be able to meet the expectations of the documents for the E.F. in Pernambuco, even with structural limitations, but we cannot say that this is a reality of all schools in the state school system.Item Socialização através de jogos e brincadeiras(2018) Fônseca, Sara Holanda Martiniano da; Costa, Marcos André Nunes; http://lattes.cnpq.br/2739394540779281; http://lattes.cnpq.br/1809571820757325The game can make it easier for the learner to learn that it might take longer to learn through traditional ways, and thus to develop through playfulness, critical sense, to control favorable conditions, to conduct mediations, to research, to interpret and to make decisions and thus to promote the social interaction. The present work aims to show that the games and games when worked in the school context can provide an improvement in the interpersonal relationships of the students. Through an action research of a qualitative nature, with emphasis on the analysis of the data obtained through the observation and recording of the interventions carried out with students of the fundamental II, in a municipal school in the city of Canhotinho-PE, it was possible to verify that popular games when worked in a playful way with concerns in a critical formation, favor the conception of cooperation, the importance of teamwork, besides promoting autonomy, creativity and respect for others.Item O jogo popular como conteúdo de ensino na educação infantil: uma experiência a partir da pesquisa-ação(2018) Andrade, Ana Beatriz de Carvalho Paz de; Costa, Marcos André Nunes; http://lattes.cnpq.br/2739394540779281; http://lattes.cnpq.br/0224433559530496Modernity and its consequent globalization have brought with it innumerable elements that impact behavior and modify the daily way of life of people. Children who used to play in the streets, replace popular or traditional games with new digital technologies. Taking into account the importance of practicing these games for children's development, the school environment through physical education classes is a means of rescuing them. In view of this the research problem was related to the place that the popular games occupy in the physical education classes of elementary school. In this action research, the theme of popular games was elaborated during 5 (five) interventions, whose main objective was to problematize the pertinence of these games in children 's education, from didactic sequences of teaching, as well as watering games and games that parents and grandparents practiced as children, critically reflect the game content in physical education classes and stimulate the process of redefining popular games. The present work was developed in a school located in the neighborhood of Ibura - Recife / PE, with 107 students of the first and second years of elementary school. Qualitative research of the research-action type and content analysis were adopted as a methodological reference. The results were positive, detected during the activities carried out during the intervention period, confirming the contributions in the teaching - learning process.