02. Unidade Acadêmica de Educação a Distância e Tecnologia (UAEADTec)
URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2876
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6 resultados
Resultados da Pesquisa
Item Animações em sala de aula: experiências com cinema de animação na Escola Ginásio de Limoeiro Arthur Correia de Oliveira no ano de 2022(2023-08-14) Leoncio, Luis Antonio de Lima; Nogueira, Amanda Mansur Custódio; http://lattes.cnpq.br/0341879306272619; http://lattes.cnpq.br/4385591942417255This work aims to show the results of my experiences with animations in Arts Education, mainly through the Stop Motion Studio and Flipaclip applications, in Elementary School classes in the final years of the Ginásio de Limoeiro Arthur Correia de Oliveira school, a state school in Limoeiro where I teach the discipline of Arts and also clarify the importance of working with animations in the educational process of students. All animations were produced within the confines of the school space and withour own resources. Many of the animations were produced exclusively by my students, others had my technical and artistic contributionItem Stop motion: animação artesanal e digital através da história(2019-07-04) Andrade, Jefferson Batista de; Torres, Niedja Ferreira dos Santos; http://lattes.cnpq.br/3501803097646190; http://lattes.cnpq.br/3198211612679330Stop motion animation cinema, in general, can be defined as a technique that enables the creation of the illusion of movement through the manipulation of inanimate objects, scenarios and articulated dolls. Under this perspective, this research seeks to elaborate on the relationships between artisanal and digital processes present in the technique throughout history. Focusing on the main transformations promoted by the artisanal and technological apparatus developed for audiovisual production methodologies and investigating the impact of technological advances in order to make the cinema of stop motion animation viable, improve its technical features and promote quantitative and qualitative growth over time. The research provides a historical summary of the changes occurring in the artisanal modes of character production and scenarios and discusses the benefits provided by the evolution of digital technologies in equipment as well as in materials that visually improved stop motion films.Item Stop-Motion no ensino de astronomia: uma ferramenta para o estudo da lua nos anos finais do ensino fundamental(2022-06-15) Galvão, Carla Karine Gomes; Costa, Erivelton Façanha da; Lira, Rafael Pereira de; http://lattes.cnpq.br/4601784121439123; http://lattes.cnpq.br/3172320169963464; http://lattes.cnpq.br/0796057995545047Animations are popular among children, young people, and adults, and can serve as a technological resource for the process of teaching and learning. The stop-motion is an animation technique that can be developed in the classroom. In the teaching of astronomy, it is difficult for students to understand how spatial dynamics occur. Science teachers, on the other hand, feel the need for specific training when the subject is Astronomy. Therefore, this work proposes the use of stop-motion animation for the study and construction of knowledge related to the Moon through the suggestion of an animation workshop, in which students must produce a short stop-motion movie that simulates the Moon's movements. The research methodology consists of a bibliographic survey on the application of stop-motion in astronomy education and the production of a stop-motion animation about the Moon's hidden side, with the proposal of a didactic workshop in a hybrid format (in the distance and presently). The work aims to contribute to the transformation of Astronomy teaching from the final years of elementary school, with the development of two educational products: a didactic sequence as a workshop suggestion for the production of a movie related to lunar movements and the movie itself produced in Stop-Motion.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.