04. Unidade Acadêmica de Garanhuns (UAG)
URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2947
Os trabalhos que compõem as coleções desta comunidade pertencem à produção científica da antiga Unidade Acadêmica de Garanhuns (UAG) da UFRPE entre os anos de 2018 e 2019.
Para ter acesso à produção acadêmica da Universidade Federal do Agreste Pernambucano (UFAPE) a partir de 2020 CLIQUE AQUI.Navegar
3 resultados
Resultados da Pesquisa
Item Desenvolvendo atividade de ensino do pensamento computacional para o gcompris(2019-12-20) Pereira, Naira Lucia Torres; Andrade, Mariel José Pimentel de; http://lattes.cnpq.br/3111765717865989; http://lattes.cnpq.br/7764394313394810With the growth of the development of software systems focused on education comes the demand to understand the users’ universe, their expectations visions, and especially the children; and contribute significantly to the evolution of software that provides this experience to users. This report presents the activities carried out in the Mandatory Supervised Internship, whose main element was to contribute and explore the GCompris software, resulting in a roadmap for customizing the GCompris development environment; in the implementation of a new Computational Thinking activity; and in customizing the design of an existing GCompris computational thinking activity from the end-user perspective.Item O lúdico na educação infantil: aspectos presentes na prática docente(2019-02-14) Silva, Carlene Michely Pereira; Pontes, Juliana Galindo de Oliveira; http://lattes.cnpq.br/5209812863835736Item Concepções e práticas de professores com jogos como recurso didático no ensino de matemática nos anos iniciais do ensino fundamental(2018-09-03) Silva, Andréa Ferreira da; Teles, Rosinalda Aurora de Melo; http://lattes.cnpq.br/8888500885370084This research had the objective of analyzing the conceptions and practices of teachers of the initial years with the use of games in the teaching of Mathematics. In order to theoretically base this study, a literature review was carried out on didactic resources and on game use, which served as a parameter for the qualitative analysis of the data collected through questionnaires and class observations in the initial years of elementary school. All participants agreed that games help learning more significantly, mainly because of their playful appearance. Regarding the choice of games, the teachers take into account the age range of the students and the difficulties related to the content. Most of the interviewees are the ones who make the games without the participation of the students. Some games are kept in school, others are taken home by the teacher, ie students have access only when the teacher wishes to include them in their planning. They emphasize that the use of games requires patience and responsibility on the part of the teacher and that the difficulties are related to the students' agitation and to get the participation of all. The results showed that teachers use games, but not with the frequency reported in the questionnaire. In the observations it was possible to verify several positive aspects related to the use of games in the classroom, such as stimulating the students' autonomy and reflections on winning and losing. Predominated the use of games exploring addition and subtraction, always as reinforcement to the content worked, with the perspective of numerical calculation, never contextualized. That is, the proposed games were held for the purpose of doing accounts, training and even decorating.