Programa de Pós-Graduação em Criatividade e Inovação em Metodologias de Ensino Superior - PPGCIMES/NITAE
URI Permanente desta comunidadehttps://repositorio.ufpa.br/handle/2011/12074
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Dissertação Acesso aberto (Open Access) Desbravar novos mundos: experimentando a potencialidade da websérie animada na divulgação de conceitos da Neurociência(Universidade Federal do Pará, 2019-05-20) SILVA, Aislan de Paula Ferreira da; MALCHER, Maria Ataide; http://lattes.cnpq.br/5418062253829906; https://orcid.org/0000-0003-4687-1840This dissertation presents the results of the research "Breaking new worlds: experiencing the potential of animated webseries in the dissemination of concepts of Neuroscience". The research was an experiment in audiovisual language, in animated 3D webseries format. At the end of its production it will be composed of three episodes in three-dimensional animation format and made available on an open and free platform. His conception and production was mainly based on the hypermedia concepts of Gosciola (2003), animation of Chong (2011) and Nesteriuk (2011), audiovisual language of Coutinho (2006), process of learning and creation of products aimed at education of Filatro (2008, 2015), and Pallottini's narrative construction (1989, 1998, 2005). From the conceptual orientation, the proposal was to explore to the maximum the multimedia resources as potential mechanisms for understanding concepts of Neuroscience - such as reasoning, memory and learning. Thus, in addition to bibliographical research, we used: documentary, videographic and visual research; brainstorming techniques; interviews; panel of experts and curators. This dissertation presents the reader with the process of constructing a hypermedia narrative, as well as the multimedia scripts, the concepts and model sheets of the characters, the storyboards and the animatic of the episode "Traveling is necessary - how do I know that I am going in the right direction? ", available on the Thinglink platform.Dissertação Acesso aberto (Open Access) Plataforma Rumo: um ambiente interativo para aprendizagem baseada em projetos no ensino superior(Universidade Federal do Pará, 2020-09-28) OLIVEIRA, Fransuze dos Santos; LOPES, Suzana Cunha; http://lattes.cnpq.br/9267654589941610This work aimed to design a prototype of an interactive platform that facilitates the use of the Project Based Learning (ABPj) approach in higher education. As theoretical references, we are based on studies and reflections on conceptions and principles of Project-Based Learning, Active, Meaningful and Collaborative Learning, theories about the construction of knowledge from experience, interaction with others and with the world, the autonomy of the educating, throughout its metacognition process. For the construction of the prototype, qualitative research was carried out, with the creation of instruments and workshops to build the product's functionalities. Among the most relevant points are the understanding of the applicability of the ABPj approach, the critical points from the perspective of teachers and students and which are the most important functionalities, in addition to the construction of specific tools for planning and monitoring the approach. Another important point was the realization of courses on the ABPj approach to enable its understanding and application in a clear way, with the visualization of a step by step and, thus, the systematization of teaching from the approach in question. As a result of the research, it was possible to obtain a) the identification of critical points for the application of the ABPj approach; b) the systematization of teaching and assessment planning in the ABPj approach; c) the construction of a platform prototype, including screens and functionalities, which, as an interactive tool, contemplates the systematization of the previous item. The main conclusions are: a) the application ABPj, as a teaching and assessment approach, requires a clear understanding of teachers and students and, therefore, the organization of the teaching-learning process is fundamental; b) the platform as a digital tool will allow data collection that will serve as a basis for countless analyzes, making the teaching, evaluation and learning process a living system in constant improvement based on the identification of the results of previous practices.Dissertação Acesso aberto (Open Access) Sentido do Ser: jogo das competências socioemocionais para universitários(Universidade Federal do Pará, 2022-04-29) SOUZA, Ana Carolina Aleixo de; ELIASQUEVICI, Marianne Kogut; http://lattes.cnpq.br/6655468164115415In a life rationalizing-driven society, which values the severability between rational processes and social phenomena, different imbalances arise, including the emotional and relational ones. Nonetheless, psychological illness, especially anxiety and depression disorders, associated with the covid-19 pandemic, are increasing. Young university students have to deal with both the pandemic scenario and the normal challenges of the academic context. Accordingly, a movement arises, at different levels of education, with the proposal to perceive, respect and encourage human integrality, based on biopsychosocial-emotional aspects. The focus question that guided this work arose from the concern that this movement causes: “How to favor for university students, in a playful way, the contact, thinking and discussion about socio-emotional skills that can contribute to their ability to deal with common challenges in academic life?” Therefore, the goal of this work is to develop a board game that allows the contact, thinking and discussion about socio-emotional skills that can contribute to the ability of university students to deal with common challenges in academic life. To achieve this goal, we carried out a research to support the understanding of socio-emotional skills, their relationship with academic performance, and game design. We investigated products and initiatives that inspired the development of the game elements. In the product elaboration phase, we structured the mechanics, dynamics and aesthetics of the game based on the Mechanics, Dynamics and Aesthetics (MDA) framework. During this process, we entitled the game as “Sense of Being: socio-emotional skills game for university students”. Sequentially, the prototype of the game was submitted to the first step of testing, carried out with seven undergraduate students from a private higher education institution in the city of Belém, Brazil. Subsequently, a panel of specialists formed by three Psychology professionals, working as undergraduate professors at public higher education institution, analyzed the content of the cards that make up the game. Then, four Psychology professionals, working in the specialized student support service of a private higher education institution in the city of Belém, Brazil, analyzed a set of cards of the game and the other elements that compose it. In each step, we collected the given feedbacks, which oriented the adjustments to the game elements. As a final step, the files containing the final version of the components were presented and made available in a way that allows easy access to the contents. The impressions highlighted by students and specialists who contributed to the research indicate that the product arouses interest and it’s innovative, especially for dealing with socio-emotional skills in a playful way and also for presenting characteristics of germinability.