02.1 - Graduação (UAEADTec)

URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2877

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Resultados da Pesquisa

Agora exibindo 1 - 4 de 4
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    Uma análise sobre educação remota: um estudo sobre seu impacto na aprendizagem de alunos de graduação em um momento de pandemia
    (2021-03-29) Silva, Gilsimar de Assis; Ferreira, Jeneffer Cristine; http://lattes.cnpq.br/3000364145302421; http://lattes.cnpq.br/3056301281255227
    This research seeks to promote the learning impacts of migration from face-to-face education to remote education due to the COVID-19 pandemic. Some points about remote education were exposed, for example: the ordinances that authorized the implementation of remote education, some technologies used in remote education and the difference between distance education, remote education and hybrid education. As a methodology, the hypothetical-deductive method is used. Still on the methodology for data collection, the extensive direct technique was used, that was, the application of questionnaires through the google form to 13 students of the 5th period of the courses of bachelor's degree in information system and bachelor's degree in information science the questions of the questionnaire consisted of dichotomous and multiple choice questions and lastly an extensive theoretical review on the subject was carried out. As a conclusion of this research, it was noted that the impacts on the learning of students who changed from face-to-face to remote education were external. However, the positive points of this situation are, already having a pilot remote education model to be used in other times of crisis.
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    Jogos digitais como ferramenta de desenvolvimento de habilidades em crianças com Trantornos do Espectro Autista
    (2022-02-18) Silva, Elton Martins; Diniz, Juliana Regueira Basto; http://lattes.cnpq.br/0175193064988810; http://lattes.cnpq.br/9388489442092206
    The digital games market has grown a lot in the last years, with the production of games that have entertainment and fun as their main objective. Besides the common use, digital games have been gaining another visibility with educational purposes, benefiting society. This paper aims to explain how digital games can help in the construction of educational methodologies that will help in the cognitive development of children with autism spectrum disorder, showing the main available games developed and studied nowadays, their main technologies of use, and proposed benefits. These games can be used to improve educational methodologies that promote the inclusion of children with ASD in the school environment, through the development of motor, social, and cognitive skills. The ability to integrate this group into society has been increasing progressively these days, with the awareness of the population and also with the help of the development of new technologies. There is a certain advance when it comes to the development of teaching-learning techniques and methods for children with ASD. In this sense, technology is a powerful tool to improve teaching methodologies, since the challenges and barriers are still present in many moments. It is emphasized that it is essential to encourage new studies in the academic field, in conjunction with several areas to promote knowledge and proper direction of technological research, after all, technology is extremely comprehensive, and its resources should be used for the benefit of everyone in society.
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    Métodos ativos de aprendizagem em história: um estudo de caso sobre as turmas de 2º ano do ensino médio na rede pública de Feira Nova – PE (2019)
    (2021-08-03) Silva, Alvanir Ivaneide Alves da; Souza, Leandro Nascimento de; http://lattes.cnpq.br/1582889341461925; http://lattes.cnpq.br/1148619985538727
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    A importância do uso da imagem para o processo de aprendizado do surdo na Língua Portuguesa
    (2018) Medeiros, Joimária Couto Souza de; Rolim, Amália Maria de Queiroz; http://lattes.cnpq.br/0046535721349104
    Este proyecto tiene como objetivo discutir el proceso de elaboración de conceptos en la construcción del conocimiento por parte del alumno sordo a través del uso de la imagen en el proceso de aprendizaje de la lengua portuguesa en el contexto escolar. El referencial teórico de este proyecto de investigación contempla discusiones como, Metodología Visual- enfatizando estrategias visuales pautadas en la lengua de signos, (FERNANDES, 2006), La imagen como comprensión de significados. (LACERDA, SANTOS y CAETANO, 2013), Lector visual en el currículo escolar - La imagen como un elemento primordial en el espacio educativo (REILY, 2003). La presente investigación fue realizada con una alumna sorda de una escuela de la red pública Municipal de enseñanza regular de Ilhéus-BA. Los datos fueron recolectados en tres momentos: observación, entrevistas y aplicación de actividades prácticas. A través de los resultados se dieron cuenta de que el proceso de elaboración de conceptos en la construcción del conocimiento por parte del alumno sordo a través del uso de la imagen contribuye al aprendizaje, proporcionando una mejor comprensión de la lengua portuguesa.