Dissertações em Criatividade e Inovação em Metodologias de Ensino Superior (Mestrado) - PPGCIMES/NITAE
URI Permanente para esta coleçãohttps://repositorio.ufpa.br/handle/2011/12075
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Navegando Dissertações em Criatividade e Inovação em Metodologias de Ensino Superior (Mestrado) - PPGCIMES/NITAE por Orientadores "VAZ, Cristina Lúcia Dias"
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Item Acesso aberto (Open Access) Afrofuturismo na educação: criatividade e inovação para discutir a diversidade etnicorracial(Universidade Federal do Pará, 2020-05-27) ROCHA, Helena do Socorro Campos da; VAZ, Cristina Lúcia Dias; http://lattes.cnpq.br/5829728118120411“Afrofuturism in Education: Creativity and Innovation to discuss ethno-racial diversity” is the research theme that addresses the applicability of Afrofuturism in Education in Professor Education classes at the Federal Institute of Education, Science and Technology of Pará (IFPA) Campus Belém. The overall objective was to create innovative and creative Afrofuturist environments, methodologies and instruments to discuss ethno-racial diversity at IFPA. It uses the method of Cartography through the clues: process monitoring, attention, narrative policy and intervention research according to Passos, Kastrup and Escóssia (2015). The research narrative flows through four stories and at each passage there is an orixá who guides the character Ananse Afrofuturista in his search for creativity and innovation. In the first and second stories, Ananse was taken by Oxumarê to Cinema Namibe in Angola with the following concern: How can an Afro-Futuristic Virtual Reality environment make innovation visible in the creative making of Ethnic-racial Diversity? In the third story, Oxum, the lady of Abébé, guided Ananse to the IFPA campus Belém in search of answers to the following concern: how does CartoDiversidade promote empowerment in a creative and innovative way in dealing with ethno-racial issues through the production of teaching materials? CartoDiversidade is an active methodology based on Cartemática, coined by Vaz (2018) and aims to promote interdisciplinarity between Art and Ethnicorracial Diversity through the Afrofuturist Movement. It consists of three Letters: Letter Inspiring Principles, Letter Exercising the Look and Letter Inspiration, using the principles of Maker culture and STEAM methodology. In the third story Ananse was guided by Oxaguiã, the lord of innovation and creativity, to the inventories produced as a product of the Inspirational Letter. Ananse found that the NEAB Virtual is a resource that makes the innovation of the creative making of Ethnic Diversity visible, with the fundamental characteristics of Afrofuturism impregnated in the products exposed in the context of each specific knowledge: ancestry, technology, autonomy and a possible future. The CartoDiversidade caused interdisciplinary connections between Afrofuturism and ethno-racial diversity permeated by creativity and innovation visible in the cartocurar and cartofazer in the three cards. CartoDiversidade is configured in a powerful active methodology in dealing with ethnic-racial diversity, bringing to the fore, in this specific case, the possibility of empowering male and female students through Art with the Afrofuturist movement, making them protagonists of their learning and inserting their voices and narratives with authorial educational products. CartoDiversidade, inspired by Cartemática, can be adapted to any curricular component and its Guide is the main product of the research. It was possible to see the innovation in the making and the creative process of the students from the clues produced in the Afrofuturistic inventories that served as an instrument where the change of posture is perceived in the face of the ethno racial diversity that sprouted from the inside of each one, often hurt in the academic path. The results show with this experience that environments, methodologies and innovative Afro-Futuristic products enhance creative learning about ethno-racial diversity.Item Acesso aberto (Open Access) A arte de programar: um encontro criativo e inovador entre a programação científica e a arte computacional(Universidade Federal do Pará, 2022-07-18) SÉRIO NETO, Franco de Miranda; VAZ, Cristina Lúcia Dias; http://lattes.cnpq.br/5829728118120411The art of programming: a creative and innovative encounter between scientific programming and computer art is the theme of this research that aims to investigate the potential of computer art to promote creative learning in scientific programming. The main concern of the research was the following question: what potentialities of computer art promote creative learning in scientific programming? Understanding computer art as a promising path for the development of creativity and innovation in scientific programming, this research explored works and the creative processes of computer artists such as Waldemar Cordeiro and Hamid Naderi Yeganeh. As for the research methodology, we adopted the cartography method, inspired by the concept of the authors Deleuze and Guattari (1995), who essentially propose, in the context of intervention research, to follow movements, processes and entanglements in the investigated territories. As discussed by Passos, Kastrup and Escóssia (2015), cartography becomes the very expression of the subjective, of the paths, which is never given a priori, but will be discovered along the process. Thus, the research work becomes an exercise in mapping life and its processes, drawing the forces that move and transform research in the investigated territories. In this way, the movements of a cartography are guided by clues that will allow the researcher-cartographer to do, under the objects of study, an intense observation to understand their formats in a movement of construction and invention. For this research, four clues were selected: intervention research, cartographer attention, monitoring processes and a narrative policy. The narrative policy adopted was inspired by comic books and the cinematographic work Star Wars to create characters whose mission is to explore the territories of scientific programming and computer art. The research is narrated in four episodes. In Episode I, the theoretical references on creative learning are investigated. In Episode II, the creative potential of the Processing language is explored in the context of research. In Episode III, the creative processes of artists Waldemar Cordeiro and Hamid Naderi Yeganeh are mapped in search of connections between scientific programming and computer art, as well as inspiration for authorial productions with Processing - p5.js for the web. In Episode IV, we present the main product of the thesis: the website Arte de programar, with 3D art galleries and interactive content.Item Acesso aberto (Open Access) Atos e lugares de aprendizagem criativa em matemática(Universidade Federal do Pará, 2019-06-25) NERI JÚNIOR, Edilson dos Passos; VAZ, Cristina Lúcia Dias; http://lattes.cnpq.br/5829728118120411; https://orcid.org/0000-0003-1583-6129Acts and Places of creative learning in mathematics is the cartography of experiences and interdisciplinary experiences in places of learning that pontentialize creative learning to autonomous. Acts guided by principles of Maker Culture ("learning by doing") and the STEAM methodology (acronym formed by the initials of the disciplines Science, Technology, Engineering, Art e Math). Places (real or imaginary) that are centers of meaning built by experience, experience as a possibility of something in the affection and touches, to transform who we are and the world around us. The main research goal is to investigate how interdisciplinary actions can help creative learning in math. As starting points of the research elected the Departure Places to present the initial and theoretical milestones that characterized a research. Initial milestones that take to the theme of the dissertation and the theoretical milestones that justify and indicate the results of the research. As theoretical milestones, we adopt the method of cartography such as method of research based in the proposal of cartography of the philosophers Gilles Deleuze and Felix Guattari; The concept of creative learning inspired by the ideas of the educator Paulo Freire and the psychoanalyst Donald Winnicott and the concept of interdisciplinarity proposed by Ivani Fazenda. Thus, the research was fullfilled by a researcher-cartographer who is a subject of interdisciplinary experience and who wishes to follow processes, accomplish creative actions and conditions innovative educational resources with the objective to estimulate e promotion a creative intelligence in higher mathematics. The places chosen for the actions were the Garage, the Atelier and the Gardner House. The Garage proposal is try a "mathematical hands dirty" by prototyping learning objectives in the 3D printer. The Atelier is the space of interdisciplinarity between math, technology and art that objective stimulate sensibility by rereading art and creative productions. At Gardner House, actions are also permeated by the playful, simple pleasure of solving a problem or unraveling a riddle. Finalizing with the Place of the Conflux, place to where to the results of the research converge; a meeting point of the lived experiences and point of opening for new possibilities of research.Item Acesso aberto (Open Access) Cartoaprendele: uma metodologia ativa para uma aprendizagem criativa em língua espanhola(Universidade Federal do Pará, 2023-06-26) LIMA, Maria José Souza; VAZ, Cristina Lúcia Dias; http://lattes.cnpq.br/5829728118120411The current master's dissertation is entitled "CartoAprendele: an active methodology for creative learning in Spanish language" and its general objective is to propose and apply an active methodology to promote creative learning in Spanish language. It is a proposal of pedagogical practice aligned with innovative and creative principles of education, as it stimulates the learner's protagonism and creativity with emphasis on interdisciplinary experiences. The main concern that drove this research was: What actions and methodological processes integrating Spanish language, art, and literature promote creative learning? Thus, the theoretical construction of this work used theoretical foundations about creative learning that guided the research, with contributions from Paulo Freire (1996, 2014) on learning; Winnicott's psychoanalytic theory (1975) on creativity; Ostrower's theories and inspirations (2014) on sensitivity and creativity; Larrosa’s pedagogy about experience sense (2014); Ivani Fazenda’s theory about interdisciplinary studies (2008). Among various pedagogical instruments to enhance creative learning we chose object-books, artistic inventory, collage-making. As a research methodology we adopted cartography method proposed by Deleuze and Guattari(1995), presented the main ideas of methods along four tracks that will be adopted in our study: intervention-research; researcher-cartographer attention; following-up processes; narrative policy by Passos Kastrup e Escóssia(2015). Concerning this last track – narrative policy - adopted for this dissertation is a meeting between a teacher of Spanish Language who also works as researcher-cartographer with her younger version inspired by Argentinian writer Jorge Luis Borges’ tale "El otro", present in his book "El libro de Arena". To produce data for our study, workshops were held with undergraduate students where maps created mapped out potential for creative innovation using CartoAprendele. As result from encounters experienced during our research, two educational products were created: a guide about CartoAprendele methodology and a website to showcase the processes and outcomes of this study.Item Acesso aberto (Open Access) Equipe Maker Steam: uma metodologia ativa para uma aprendizagem criativa(Universidade Federal do Pará, 2023-06-28) CORDOVIL, Kleverton Robson da Silva; VAZ, Cristina Lúcia Dias; http://lattes.cnpq.br/5829728118120411The territory of this research involves creative learning in order to answer the following question: How can a methodology with an emphasis on team collaboration contribute to creative learning in higher education? The overall goal is to investigate and experiment with the potential of an active methodology, inspired by the STEAM movement and Maker Culture, with an emphasis on team collaboration and engagement, to promote creative learning in higher education. As a research method, we adopted the cartography method, which allows the researcher to transit and be part of the possible territories of the research, since it is a research-intervention that seeks to map subjective processes in order to make visible what happens in encounters, crossings and experiences. The method transforms a goal-determined walk (hódos) into a hódos-metá, a walk that is created and transformed during the research. It is a rhizomatic movement, focused on experience and the use of clues. Here, the clues chosen were: i) research-intervention; ii) cartographer's attention; iii) following processes; and iv) narrative politics. As narrative we were inspired by the book "The War of the Worlds" by Herbert George Wells. This work presents the hostile arrival of aliens on planet Earth, which facilitates the adaptation of some real facts that occurred between the years 2021 and 2022. The theoretical foundations that guide the concept of creative learning adopted in this research appropriates the contributions of Paulo Freire (1996, 2014) on learning, the main ideas of psychoanalyst Donald Winnicott (1975) on creativity, the contributions of artist Ostrower (2014) on sensitivity and creativity, the thought of pedagogue Jorge Larrosa (2014) on experience, and the contributions of researcher Ivani Fazenda (2008) on interdisciplinarity. Concept that intertwines with learning with the other to strengthen the individual's perception of collectivity and increase their confidence, which makes learning participatory and autonomous. In this context, the STEAM movement allied with the Maker culture presents itself as an interdisciplinary proposal, capable of integrating theory and practice, with the perspective of originating knowledge through experience. To produce the research data, workshops were held with higher education students and the cartographies carried out mapped the creative and innovative potential of the Maker Steam Team. As a consequence of the encounters and crossings that took place during the research, a methodology guide was created.Item Acesso aberto (Open Access) Iniciativas inovadoras que promovem acessibilidade(Universidade Federal do Pará, 2020-05-28) VIEIRA, Mayara de Oliveira; VAZ, Cristina Lúcia Dias; http://lattes.cnpq.br/5829728118120411This work is the result of an investigation into "Innovative initiatives that promote accessibility" and started from the following question: which innovative processes and/or products promote accessibility for people with disabilities within higher education? It has, as its methodological field, the method of cartography from the perspective of an intervention research in order to make visible subjective processes and monitor both objective and subjective processes. The study sought to investigate processes and/or products with the potential to promote communicational, architectural or instrumental and attitudinal accessibility, either by solving a problem or by a new approach. To this purpose, three research territories were chosen. In the first one, on Communication Accessibility, the "KitAcesso" was researched and produced, consisting of five applications, five info graphics, a workshop and an informative blog. The applications were selected through curatorship, specialized readings, supervised internship guidance and searches on websites supported by selection criteria. Info graphics were elaborated as a form of documentation. For the production of the research data, a workshop was held on the processes developed and, finally, the creation of a blog to disseminate of the kit. The second territory, on Accessibility with Rapid Prototyping, there was also the process of research and production of "KitAccessSol" compounded by the solution of two accessibility problems. The first one on architectural and instrumental accessibility through the design, model and 3D printing of a keyboard adapted for people with low vision. The second one on architectural accessibility through the design and model of a mobile ramp access to the drinking fountain of the postgraduate building in the Instituto de Tecnologia da UFPA. The kit also includes a on the adapted keyboard construction process. These problems were investigated during a curatorship of projects, programs and products on free websites on rapid prototyping and during a survey in the accessibility coordination of UFPA. To the third territory, on Attitudinal Accessibility by Art, the film "The Shape of Water" was chosen to reflect on attitudinal accessibility seeking to understand how film language can reinforce stereotypes, myths and prejudices that were historically and culturally built, as well as in order to contribute to dialogue on inclusion. The cartography from these territories went the long way along both the elaboration of laws that ensure rights of people with disabilities and in the construction of processes and/or products that promote accessibility, particularly in higher education, with an approach that sought to be broad, but considering important particularities. There is a great lack of knowledge about applications that help people with disabilities and it is necessary to promote digital literacy on accessibility at the university. Despite technological advances, the 3D printer is still little used at the university level as a tool to promote accessibility, a few simple and low cost projects in Assistive Technology are implemented and there is a lack of trained professionals in this area. As for attitudinal accessibility, there is a great silence that needs to be broken, we believe that Art is a promising way as it approaches sensitivity to promote encounters, which can mean the changes we have dreamed of and a more inclusive society.Item Acesso aberto (Open Access) LIVRO-OBJETO: uma jornada criativa de Dom Quixote no uso de gêneros discursivos em espanhol(Universidade Federal do Pará, 2021-08-05) MONTEIRO, Letícia Ribeiro; VAZ, Cristina Lúcia Dias; http://lattes.cnpq.br/5829728118120411Encounters, affections, experience, and creativity, through the Spanish language, mark the beginning of a great adventure. In this narrative, Don Quixote, icon of world literature, embarks on a cartographic journey called: "Book-object: Don Quixote creative journey in the use of discursive genres in Spanish". In this journey, the illustrious nobleman seeks a creative experience to answer a question: would a book-object be a creative learning strategy in discursive genres through the Spanish language? To this end, he seeks not only answers but to enjoy the process through experience, in the sense of Larrosa (2014). Therefore, the cartographer Don Quixote creates a series of poetic entries and a fantastic tale, both in Spanish, and turns them respectively into a creative dictionary and object-book. Through cartographic methodology, we seek to follow the process in which the protagonist is inserted. Moreover, with his logbook, he has an attentive look and intervening actions, through his own narrative of his creative journey. These are the so-called clues of the cartographic method, according to Passos; Kastrup; Escóssia (2009), which will guide the investigative path, not to reach an end, but to experience the transformative experience of the process. Therefore, his assignments called "Beginning of a creative journey", "The journey towards the creative dictionary", and "The journey towards the book-object ", are cartographies of his active and creative learning in discursive genres through the Spanish foreign language. This process led to the production of two products: the first, a dictionary composed of 25 entries, illustrated with 25 works of art, and the second, a book-object, materialized from an authorial tale. It is also a reflection on active learning and being at the center of a learning process, according to Paulo Freire (1987), with the feeling of "making life worthwhile", according to Mihaly Csikszentmihalyi in Pascale (2005) and Donald Woods Winnicott (1975), which corroborates with Ivanir Fazenda's (2008) interdisciplinarity, besides discursive genres in Mikhailovitch Bakhtin's (1997) perspective. The cartographic investigation motivates, provokes affections and unforgettable experiences in those who participate, generating an authorial and motivating production. This motivation, burning in the chest of a foreign language learner, through discursive genres, art and creativity, provokes the feeling of living creatively.