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Tecnologias móveis na escola : movimentos da gestão escolar
(2016-01-29)
This master’s thesis has the purpose of understanding movements of school administration in the process of introducing moblile technology in school in view of Jean Piaget’s Possibility and Necessity(1985, 1986, 1987). ...
O brincar na educação infantil : a influência das tecnologias digitais móveis no contexto da brincadeira
(2015-08-26)
The research that has given rise to this essay emerges from the concerns of the researcher in her performance as a preschool teacher, and has as main objective analyze the act of playing in permeated contexts by mobile ...
Práticas pedagógicas em ambiente virtual de aprendizagem : possibilidades de inovação
(2014-06-05)
This study had as objective to examine the records of the teachers of Primary and final year of High School, a private school in the city of Bento Gonçalves, Rio Grande do Sul, a training course to use a virtual learning ...
Uma proposta pedagógica para o uso da lousa digital tendo como base a teoria sociointeracionista
(2014-06-09)
This work had as main goal, to guide a proposal for a pedagogical use of digital whiteboard
starting from a case study in an elementary school of municipal education. In methodological
terms, individual interviews were ...
Serious games e o desenvolvimento do pensamento computacional: uma abordagem vigotskiana
(2020-06-24)
Computational thinking emerges in the current cybercultural, socio-historical context as a way of thinking that offers good perspectives, both in programming and in other areas of knowledge. At the same time, gaming related ...
11 de março de 2020: diário de uma vagabunda alfabetizadora
(2022-03-15)
The present dissertation is inspired by the diaries of the young writer Anne Frank (2018) and the plastic artist Frida Kahlo (2017), it seeks to show, in the way of a diary, a vagabond literacy teacher who shreds remote ...
Gamificação com foco em narrativa e relações com o saber de estudantes: uma experiência no ensino superior
(2022-07-29)
This research was born with the intent of contributing to the construction of theoretical and practical subsidies for the advancement of gamification as a strategy used in educational environments, to provide good learning ...