Licenciatura em Artes Visuais (UAEADTec)
URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2883
Siglas das Coleções:
APP - Artigo Publicado em Periódico
TAE - Trabalho Apresentado em Evento
TCC - Trabalho de Conclusão de Curso
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2 resultados
Resultados da Pesquisa
Item Jogos digitais na educação: como o Scratch pode auxiliar no ensino de arte(2023-12-11) Almeida, Nicolli Camili dos Santos; Lira, Rafael Pereira de; http://lattes.cnpq.br/4601784121439123This research aims to propose an educational action using Scratch to aid the art learning process. The theoretical framework included discussions about how digital games are found in the BNCC (National Common Curricular Base) and PPC (Curricular Pedagogical Proposal) of Pernambuco, the relationship between games and art teaching, the role of the teacher, interdisciplinarity and the Scratch platform. The methodological procedures adopted consisted of a bibliographic review carried out by Google Scholar and Portal de Periódicos Capes, carrying out a workshop using the educational tool Scratch, using the questionnaire and conducting interviews with participating students, focusing on student perceptions. The data obtained indicates that there is potential personal and educational development when engaging in games, through solving challenges and problems, and improving solutions during the creation process. Based on the results and discussions presented, they encourage the evolution and continuity of game-based education, as students played an active role in solving problems, boosting and making the learning experience more meaningful.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.