01.1 - Graduação (Sede)
URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2
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Resultados da Pesquisa
Item O jogo como metodologia no treinamento esportivo infantil: uma revisão bibliográfica(2024-03-05) França, Edson Douglas da Silva; Nascimento, Tárcio Amancio do; http://lattes.cnpq.br/7587998432643663; http://lattes.cnpq.br/7599985359388369In children's sports training, there is a transition period from initiation to more specialized practice training. It is in this transition process that care must be taken as to how the training is handled, as we are not dealing with fully developed individuals, but with individuals in development, both physiologically and socially and psychologically. The objective of this study was to carry out a literature review analyzing the contribution of using the game as a methodology in children's sports training. The Game, being one of the study contents of Physical Education, is a playful activity with established rules capable of developing technical, cognitive and social skills, thus being an efficient pedagogical tool. The study methodology consists of bibliographical, descriptive research of a qualitative nature. The study searches were delimited by descriptors and carried out in the Scielo and Lilacs databases, and the temporal scope of the studies corresponded to the years 2000 to 2024. The results of the reviewed articles elucidated that the application of games as a pedagogical method contributes strongly to training of sporting practices, for its playful nature and for promoting the development of creativity and autonomy, having an organizational structure that allows the various necessary skills to be dealt with in a dynamic and complete way.Item 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/6306987490945390This 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.Item 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/3478685409668532The 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.Item A influência das produções cinematográficas da Marvel de - 2008 até 2019 (Saga do infinito) - nas relações de consumo da sociedade atual: um estudo sobre o consumo de jogos como processo transmidiático(2024-03-11) Araújo, Giovanne Allan Rodrigues de; Leão, Éder Lira de Souza; http://lattes.cnpq.br/4434499456331867; http://lattes.cnpq.br/8436503318974218The main objective of this study is to understand the current model of cultural industry that influences young and adult consumers to consume certain products derived from Marvel cinematic productions (2008 - 2019), taking into consideration how this model impacts the consumption of licensable digital games as a multimedia model. By understanding what drives consumers to seek out certain games using transmedia narrative and Henry Jenkins' concept of convergence culture as theoretical and methodological frameworks, the study utilized bibliographic reviews of topics intersecting with the work. The initial basis was the concept of cultural industry, developed by Adorno and Horkheimer in 1944, referring to the idea of mass production, common in factories and industries, which has been adapted to artistic production. Initially, it will be demonstrated through websites regarding the sale and consumption of relevant games correlated with the release time of films concurrently, such as IGN, KOTAKU, and ADRENALINE, as well as the official Marvel Studios forum on REDDIT. Academic content sites were also utilized, including SciELO, CAPES, Scopus, and Google Scholar. The study resulted in demonstrating the importance and influence of media channels and cultural industry on the consumption model of X and Y generations.Item Intencionalidade docente e sua relação com as brincadeiras na rotina da Educação Infantil(2023-09-12) Silva, Clecia Moreira da; Carvalho, Maria Jaqueline Paes de; http://lattes.cnpq.br/9755289492514554; http://lattes.cnpq.br/6196625800412945The main objective of this study is to investigate the teacher's intentionality in the play activities experienced in the routine of group 03 of early childhood education in a daycare center in the municipal network of Paudalho-PE. The aim is to understand how the teacher promotes and directs these games, mapping out when and where these experiences take place. The research is motivated by the researcher's experience as an intern in a nursery school, where she realized the importance of play in early childhood education and the need to consciously plan these moments. In addition, the social and academic relevance of the study stands out, focusing on early childhood education and the investigation of teacher intentionality in play activities. The study is organized into three chapters, covering the historical concept of the child, the methodology used in the research and the analysis of the data obtained, highlighting the relationship between teacher intentionality and the games played. The conclusions emphasize the importance of pedagogical intentionality in promoting an enriching learning environment in early childhood education.Item A contribuição do conteúdo de ensino jogo para a socialização dos estudantes na educação física no Ensino Fundamental - anos iniciais(2023-09-15) Martins Filho, Gean Carlos de Moura; Mello, Rachel Costa de Azevedo; http://lattes.cnpq.br/8749101676171464This research aims to investigate the contribution of the teaching content "Game" to the socialization of students in Physical Education in the early years of Elementary School. The research problem that guided this study was: How can the teaching content of Game contribute to the socialization of students in Physical Education during the early years of Elementary School? The general objective was to analyze the contribution of the teaching content of Game to the socialization of students in Physical Education in the early years of Elementary School. Specific research objectives were defined as follows: to understand the importance of games in the process of socialization in school and physical education; to comprehend Game as a teaching content in physical education in the early years of Elementary School; to identify the proposed teaching content of Game in educational policies and curriculum frameworks for physical education in Elementary School. To achieve these objectives, a qualitative bibliographical research was conducted, examining academic articles that address the relationship between the teaching content of Game and student socialization. The results of this research demonstrated that the teaching content of games plays a significant role in promoting the socialization of students in Physical Education during the early years of Elementary School. This content contributes to the development of various social, cultural, and emotional aspects of students. In particular, its positive influence in the social dimension stands out, as games facilitate interaction among students, promote cooperation and teamwork, and enhance communication skills. Game is a vast body of knowledge that is increasingly being unveiled, allowing us to understand its various facets. It is no longer merely considered an activity related to childhood or mere play; rather, we now recognize its educational value as an integral part of the teaching content in the school context.Item A importância do conteúdo de ensino jogo no componente curricular Educação Física no ensino fundamental anos iniciais(2023-04-28) Silva, Ana Paula Pereira; Mello, Rachel Costa de Azevedo; http://lattes.cnpq.br/8749101676171464; http://lattes.cnpq.br/3145178293717769This research has the purpose of investigating the importance of the Game while content of teaching of the component curricular Physical education, leaving of the problem: Which the importance of the content of teaching Game in the component curricular Physical education in the Fundamental Teaching of the initial years - 1st to the 5th year? The general objective of the research was to analyze the importance of the content of teaching Game in the component curricular Physical education in the years begin of the Fundamental Teaching in academic publications. And as specific objectives of the research it was defined: to identify the concept of Game historically; to understand the knowledge of the school Physical education; to analyze the game as teaching content in the proposals of the Curriculum of Pernambuco in the Teaching Fundamental Initial Years; to understand the game as content of teaching of the school Physical education. The research search to answer those objectives theoretically, starting from the analysis of articles related to the theme, using the methodology of qualitative bibliographical research. While results of the research, we can affirm that the content of teaching Game is an important content of the Physical education, mainly in the Teaching Fundamental Initial Years, because it is a knowledge that collaborates in the construction of several factors as cognitive development, motor, creativity, aspects social, cultural and emotional. The Game is a wide knowledge, that it has been demystified and we started like this to understand their multiple dimensions, not being just associated as appropriation of the infantile world, of playing for playing, but affirming his/her education value in the knowledge perspective and teaching content in the school extent.Item O conteúdo de ensino jogo nos documentos norteadores da política de educação do Ensino Médio das escolas estaduais de Pernambuco(2023-04-26) Monte, Paulo Henrique Souza do; Lindoso, Rosângela Cely Branco; http://lattes.cnpq.br/3076590717855221We can say that the game is a cultural expression in society, consisting of social practices located in different historical contexts, experienced in different places. Its experience takes place in communities, territories, cities, public and private spaces. The school is one of these spaces where games are experienced. However, the school differs from other spaces by carrying out an educational process with the pedagogical treatment of knowledge / teaching content Game, which is presented and taught to students by the Physical Education teacher based on objectives, teaching methods and evaluation. In this context, this research has the general objective: To analyze the teaching content of Game in the guiding documents of School Physical Education (BNCC and Curriculum of Pernambuco) in High School in state schools of Pernambuco. As for the specific objectives, we seek to: Analyze the Game and its relationship with the guiding documents of the educational policy for school physical education in the production of scientific articles on the subject; Analyze the educational policy of Physical Education in High School as guiding and guiding documents for state public schools in Pernambuco; Understanding the teaching content Game in school Physical Education from its historicity; To analyze the teaching content Game in the curricular proposals of Physical Education in the BNCC 2018 and in the Curriculum of Pernambuco in the 2021 High School. We found that the scientific articles bring a series of contestations with regard to the new proposals in relation to Physical Education and the game. Finally, we believe that greater attention should be paid to what the guiding documents for the practice of Physical Education and games propose, considering that they are essential in secondary education in the state network of Pernambuco.Item Os fundamentos didático-metodológicos do jogo no atual currículo de Pernambuco no ensino fundamental(2022-10-10) Silva Filho, Fernando Hercílio da; Silva, Eduardo Jorge Souza da; http://lattes.cnpq.br/5214370124132694; http://lattes.cnpq.br/7786166947403990The Pernambuco Curriculum is the document that currently guides the educational policy and pedagogical work of Early Childhood Education and Elementary Education in schools throughout the State. The document has in its structure the notion of general competences that must be observed in teaching, and also describes the thematic units, their knowledge objectives and the skills that will be developed, separated by disciplines, including Physical Education. The curriculum in education is a document of great importance, as it follows as a guide, a guide for teachers in the day to day of their school activity. Therefore, it is possible to say that it has an impact on students' learning, making it possible to understand what the school wants to be taught and what pedagogical reflection to be carried out by teachers. Due to its great relevance, several issues need to be observed in the realization of the curriculum, which is not an easy task, let alone a quick one. The Pernambuco Elementary School curriculum in the field of physical education, lost a lot in quality when it chose not to show a Critical-Overcoming approach in its principles, leaving aside the idea that the object of the curriculum is the student's reflection. Faced with the society we live in, where the social difference is of immense disparity, and showing that the curriculum here is a reference aimed at public schools, where the public is at a greater disadvantage within a social framework, not to think of a policy that be liberating, is putting these students at the mercy of this reality, without any prospect of improvement and without knowing how to fight their situation. And this is the role of the school: it is necessary to form students with critical minds, as subjects in a process of emancipation, forming citizens for a prosperous future, a more egalitarian future.Item 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/3076590717855221This 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.