Dissertações em Criatividade e Inovação em Metodologias de Ensino Superior (Mestrado) - PPGCIMES/NITAE
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Item Acesso aberto (Open Access) Glicoliseum: simulador em ambiente de realidade virtual para o ensino da primeira fase da respiração celular(Universidade Federal do Pará, 2019-04-26) ALVES, Glenda Quaresma; MONTEIRO, Dionne Cavalcante; http://lattes.cnpq.br/4423219093583221; https://orcid.org/0000-0003-0838-3379This dissertation presents the process of conception, development, testing and validation of a Virtual Reality (RV) simulator for the glycolysis process, the first phase of cellular respiration. The tool has cellular environmental control and was developed as a didactic instrument whose objective is to assist teaching-learning relations in the subjects Cellular and Molecular Biology and Biochemistry, in higher education. The methodological approaches used were quantitative and qualitative, obeying the three stages of the scientific process suggested by Minayo (2009), namely: exploratory phase, field work and analysis of empirical and documentary material. The software development followed the agile methods model, being the tool developed by a team of interdisciplinary professionals. In order to provide theoretical support to the glycolytic concepts, followed by the modeling of the glycolytic substrates and cellular environment, in the 3D modeling software Blender. Besides that, the integration of these molecules into the VR environment was performed through the Unity 3D game development engine, culminating in the programming of the glycolytic pathway and in ways of user interaction with the cellular environment and glycolytic substrates. For immersion in the cellular environment in RV, it uses the headset of RV, HTC VIVE Óculus, consisting of movement sensors, interaction controls and immersion glasses. The product testing was carried out in a group of the Biotechnology Bachelor of the Federal University of Pará (UFPA) and in a group of the Degree in Natural Sciences of the National Program of Training of Teachers of Basic Education (PARFOR). The testing data were obtained through previous and post experimentation by questionnaires and interviews with the research participants. From the analysis of contents (BARDIN, 1970) it was noticed in the comparison of the questionnaires that, in general, the students involved in the test developed or expanded their learning about the concepts approached.Item Acesso aberto (Open Access) Educação sem fronteiras: espaço virtual de discussão sobre a atuação do pedagogo na educação não-formal(Universidade Federal do Pará, 2019-04-30) PACHECO, Marcelo Wilson Ferreira; ELIASQUEVICI, Marianne Kogut; http://lattes.cnpq.br/6655468164115415According to the curriculum guidelines of the Ministry of Education, which deal with the offer and operation of undergraduate degree in Pedagogy, at the national level, the training of students of this degree should be directed to their performance in both Formal and Non-Formal education, in the same proportion. However, not always the curricular design of the undergraduate courses takes this in consideration and ends up prioritizing school education as the main field of action of this professional. This is a concern that I have had since graduation and that, with the opportunity of the Master’s in Teaching of PPGCIMES, I was able to intervene by developing an educational product. Specifically, in relation to the Pedagogy undergraduate degree at UFPA, Belém campus, an analysis of its Undergraduate Degree Pedagogical Project, compared to the MEC guidelines, revealed that only one discipline within its entire curriculum design is tasked with working on the issue of the Educator in non-school environments. From this context, we define as a focus question for the research: How to use a virtual space of discussion, within the scope of the UFPA Undergraduate Degree in Pedagogy, to strengthen the debate about the possibility of the Educator acting in Non-formal Education environments? To answer the question, we outlined as the general objective of the work: To develop in the Undergraduate Degree in Pedagogy of the Federal University of Pará, Belém Campus, a virtual space that promotes the reflection of the Educator's performance in Non-formal Education environments; This educational product, a Virtual Discussion Space, was planned, created and developed, considering the reality of the Undergraduate Degree in Pedagogy and the training that it has offered its students, especially in what concerns the preparation for future professional practice, as Educator in social organizations. Thus, set in the Moodle Platform, it brought together elements of Distance Education with the face-to-face actions of the Discipline, in order to promote reflection on the fields of action of the Educator in Non-formal Education. In this sense, a methodological journey of mixed approach was undertaken, involving: bibliographical and documentary research; participant observation; data collection with professors (who act or have already acted in the Discipline) and enrolled students; a session of co-creation; and the elaboration of an authorial method, which was used to validate the product under the prism of four axes: a) Usability and Navigability; b) Content, Materials and Activities; c) User experience; and d) Viability and possibility of implementation. The Method of Evaluation and Validation Procedural and Participatory (MAVALIPP – Portuguese acronym) consists of the definition of validation sessions involving all participants of the educational product that, together, evaluated the fundamental criteria of the product. Finally, a panel of specialist professors was responsible for identifying whether the product met its objectives and had potential to be implemented to the reality of the UFPA’s Undergraduate Degree in Pedagogy in Belém. Each stage of product development brought significant results to the training of students attended, to professors, to the Discipline, to the Course and to the University, in a general way. Among the main repercutions from its use, we have: i) the resignification of the work of the professor of the discipline and his/her involvement with the modality of Distance Education; ii) the first experience in Distance Education, by the majority of students attended; iii) the survey of fundamental requirements and criteria that, validated, may serve as a parameter for the development of new products; iv) the elaboration of an authorial method of evaluation and validation of digital educational platforms; and v) the availability of the final product to be used according to the convenience of the Undergraduate Degree in Pedagogy and also as a model, which can be replicated in other University Undergraduate Degrees.Item Acesso aberto (Open Access) S.O.S professor inclusivo: reflexões e contribuições para apoiar a prática docente voltada aos alunos com deficiência visual na disciplina de ciências naturais(Universidade Federal do Pará, 2019-05-05) BORGES FILHO, Edmar Fernandes; FREITAS, Guaciara Barbosa de; http://lattes.cnpq.br/8765902485221030; https://orcid.org/0000-0002-3538-9031The present research was based on the legal bases of Special and Inclusive Education that orient the teaching practices in Brazil, focusing on the reality about the formation of Natural Sciences teachers within an inclusive perspective for People with Visual Impairment (PcDVs). The objective of this work was to systematize a site that supports the continuing education of Natural Sciences teachers in the inclusion of PcDVs, adding values of the educational trends of Science Teaching. Taking as a starting point, the present study followed the qualitative research of Ludke and André (1986). A priori was carried out a bibliographical analysis inside a repository site of scientific productions, soon it was evaluated the quantitative of research on Science Teaching within an inclusive perspective in the last 20 years. Subsequently, a documentary analysis of the Pedagogical Political Projects of the Full Degree courses in Natural Sciences of the State and Federal Universities, both of the state of Pará, was carried out, with the purpose of investigating and evaluating the curricular proposals in the formation of professors before the demands Inclusive Education. In addition to this study, an exploratory research was conducted based on in-depth interviews with educators working in the aforementioned public universities, as well as graduates of the undergraduate degrees in them. It was verified that Inclusive Education is a little present reality along the formation of Natural Sciences teachers, allowing the emergence of many pedagogical barriers that limit the inclusion within a classroom. In view of this perception, it was observed the need for an attention to the process of continuous training of Natural Science educators, considering the didactic-pedagogical orientation for the improvement of Science Teaching. To this end, the development of a website accessible on the smartphone platform has become relevant in order to make Inclusive Education theory applicable to Science Teaching, thus allowing the teacher to innovate methods and resources in order to develop appropriate solutions to achieve a process of egalitarian and inclusive teaching and learning. The first version of the site was validated by an expert panel composed of Natural Sciences teachers, the results were positive, pointing out that users had good experiences using the tools available on the site. Given the feedback of the experts' evaluation, it allowed specific adaptations in the site and consequently allowed to aggregate knowledge to the user in order to provide a more satisfactory experience. Thus, it is concluded that this research, despite not having an institutional financing, associated with the absence of professionals specialized in the area of website programming, has brought innovative proposals and significant investments, both for Science Teaching and Inclusive Education.Item Acesso aberto (Open Access) Um framework gamificado para a disciplina algoritmos ou equivalente(Universidade Federal do Pará, 2019-05-07) QUARESMA, José Augusto de Sena; OLIVEIRA, Sandro Ronaldo Bezerra; http://lattes.cnpq.br/2080791630485427; https://orcid.org/0000-0002-8929-5145; ELIASQUEVICI, Marianne Kogut; http://lattes.cnpq.br/6655468164115415A framework gamified is our product proposal for the teaching and learning process of the Algorithms or equivalent discipline. The curricular component in question is fundamental for the courses in the area of information technology, since it bases the student and professional future on the knowledge of software development. However, we observed a high level of student disapproval and avoidance in this discipline, through consultations in the literature and at the Faculty of Computer Science of the Federal University of Pará (UFPA). From this context, the study proposes the following question-focus: How to use a strategy to get the process of teaching and learning of studied content Algorithms or systems of information undergraduation? Anchored in the question-focus has as general objective the conception of a framework gamified for the discipline Algorithms or equivalent. As a way to reach the objectives outlined, a mixed research methodology was defined, covering systematic review of the literature; survey; participant observation; peer review; and validation by means of the comparison of the acquired grades in the gamified processes and the traditionally adopted in the discipline. The data from the research allowed to contemplate the literature on the subject, the perception of the Brazilian panorama about the discipline, the teacher and student view and the observation of the teacher, student, monitor and content interaction in the UFPA reality. Through the results achieved, the product of this master's thesis with the homogeneous data structure contents was designed, designed and tested, pointing to the reality of application as the most difficult to learn by the students and teaching by the teachers. Therefore, through the experiment, corroborated by the Systematic Review of Literature, when comparing the gamified approach, to what has been used in the Algorithms of the courses of the Faculty of Computation of UFPA, we identified: (i) greater participation of students in the classroom; (ii) greater collaboration among students during the resolution of the challenges; (iii) greater engagement in resolving the lists of exercises; (iv) improvement in students' performance regarding the assessment grade; (v) use of dynamic and playful classroom practices; (vi) timely feedback on students' progress in the discipline; (vii) acceptance of the approach by students; (viii) the need to discuss the limits of gamification in the face of the occurrence of students with disabilities or of introverted temperament. With these results, we evaluated how timely and important it is to spread the teaching and learning process of the Algorithms or equivalent discipline, to help minimize the failure and avoidance rates in the discipline.Item Acesso aberto (Open Access) GOLIBRAS: uma ferramenta para divulgação dos sinais da UFPA(Universidade Federal do Pará, 2019-05-08) LIBONATI, Ana Carolina Delgado Quaresma; SEIXAS, Netília Silva dos Anjos; http://lattes.cnpq.br/2301685130625189; https://orcid.org/0000-0002-9879-9193This work is about the development of the Online Glossary of Brazilian Sign Language (GOLIBRAS), a glossary of Libras aimed at the deaf community of the Federal University of Pará (UFPA), covering, in its prototypical phase, 29 signs referring to places of the university. We sought to answer the following question: how to provide greater access to Libras signs created within the context of UFPA? The product development was based on an applied research, with a qualitative approach, divided into two phases: one focused on theoretical research, with a bibliographic review; the other one focused on the development of the product and it was divided into three subphases: cataloging of signs, elaboration of the website (its characteristics and functionalities) and evaluation. The bibliographic research was initially focused on linguistic studies of Libras and its speakers, highlighting the notion of deaf community, the signal language parameters (the phonetic aspect of these languages), the classifiers and the SignWriting model. After that, accessibility and its importance were investigated, as well as the accessibility initiatives within the scope of UFPA, highlighting the role of the Accessibility Coordination (CoAcess), responsible for the creation and validation of the signals included in the initial version of GOLIBRAS. In the second part of the research, the development of the product, a cataloging sheet was first developed for the cataloging of signs of UFPA’s places and facilitating their insertion into the product. After that, it was possible to develop the site itself, including all the mentioned signs, besides its definition, example of use and information regarding the parameters used in its execution and its writing in SignWriting. Finally, the product was validated by six individuals, all members of the deaf communities of UFPA and the Federal Rural University of Amazonia (UFRA). The product was considered validated, given the positive reception by the evaluators, but it was clear that some modifications would be necessary. Thus, it was concluded that GOLIBRAS has the capacity to achieve the proposed objective and is a tool that has the potential to assist both in the issue of accessibility in UFPA and in the teaching and learning processes that includes deaf students, deaf and listeners professors and sign language intepreters.Item Acesso aberto (Open Access) Oficina pedagógica para docentes em formação: concepção de jogos educativos para alunos com dislexia(Universidade Federal do Pará, 2019-05-08) SILVA, Shirley dos Santos; DINIZ, Marcos Monteiro; http://lattes.cnpq.br/7813719832858592This is a qualitative research of an applied nature, starting from the question-focus: How can the systematization of a pedagogical workshop contribute to the initial formation of teachers, motivating them to elaborate educational games to facilitate the learning of dyslexic students? Thus, this research proposed as general objective to systematize a pedagogical workshop as teaching-learning methodology that approaches theory, practice and creativity, in the initial formation of teachers. For data collection, the procedures of bibliographical research, documentary research were carried out, and the pedagogical projects of the undergraduate courses in History and Pedagogy were analyzed, a questionnaire for primary school teachers and a form for the participants of the Workshop for validation of the product. In this way, the educational product titled "Pedagogical Workshop for Teachers in Training: Designing Educational Games for Students with Dyslexia" was structured and evaluated, with the objective of developing the pedagogical workshop methodology, in order to enable an educational action that articulates theory and practice, providing workshop testing and validation, as well as promoting meaningful learning and the making of educational games for use with dyslexic students. The field of application of the product was the Federal University of Amapá and the Federal University of Pará. The workshop was aimed at academics of undergraduate courses in history, UNIFAP and the UFPA Pedagogy course. The product was submitted to the validation process aiming at its improvement, and for that purpose the panel technique was used. It was important to bring to the academic public the proposal of a workshop, as they demonstrated an interest in the themes of games and dyslexia, as well as understood the meaning of the workshop for teacher training and revealed that they will replicate the practice as a methodological teaching-learning strategy.Item Acesso aberto (Open Access) Caderno Digital Bio-Arte: o ensino de Botânica a partir de uma obra de arte(Universidade Federal do Pará, 2019-05-10) SANTOS, Leidiane Jacira de Oliveira; NASCIMENTO, Márcio Lima do; http://lattes.cnpq.br/6668311810812135The teaching of Botany, in general, is marked by a traditional methodology, exhausted from lectures, with little practice and contextualization, becoming uninteresting and based on the memorization of nomenclature, with little approaching with the student’s experiences. In view of this, the work presented here deals with the production of a didactic material for the teaching of Botany, which aims at the integration of art and playfulness as auxiliaries in teaching this theme. In an education perspective based on 'Significant Learning' and the valuing of students' life experiences, work encourages creativity and innovation in teaching practices, seeking to expand the paths created by the brain, to favor student learning. Bio-arte is a Web Application, classified as a "Didactic-Pedagogical Notebook", which has the function of assisting in the actions of teacher teaching, and student learning, on 'Morphology and Classification of FLOWERS' in Higher Education . The starting point of the application is the screen "The Birth of Venus" (1,484) - by Sandro Botticelli. From it, the student can navigate to other slides and have access, in an interconnected way, to the subjects of Botany and Art, related to the picture and the theme of chosen teaching. As well as, the proposals of activities to be developed. The subjects are approached through texts, images, audios, videos and animations. In order to carry out this work, 'Mixed Methods' were used as a research technique, with 'Qualitative' and 'Quantitative' approaches - observation as participant and interviews. In addition to 'Exploratory Research' through 'Literature Review'. The 'Expert Panel' was used for product validation. Considering the assumptions described by the research, it was concluded that the Bio-arte product has real potential to meet the needs of the target audience, teachers and students of Higher Education, regarding the improvement of teaching-learning botany. Establishing for him, educational pillars based on interdisciplinarity, creativity and innovation. Using ludicity and art in the search for the integral development of the individual, his educational emancipation and the valuation of his previous knowledge, his identity and his interests. The application can act much more than as an object of learning, but also as a methodological process of teaching.Item Acesso aberto (Open Access) Videoaprendizagem: uma metodologia ativa experimental para o ensino superior(Universidade Federal do Pará, 2019-05-13) MACIEL, Mayara Santos; FREITAS, Guaciara Barbosa de; http://lattes.cnpq.br/8765902485221030This work aims to present and analyze the process of idealization, elaboration, experimentation, selection and validation of a methodological proposal for higher education, a so - called Videoaprendizagem. It is a proposal of pedagogical practice with emphasis on innovative and creative disciplines of education, because it redesigns teaching and learning relations in the classroom, allowing structural conditions for a teaching and learning autônomo for students starting from the critical thinking about digital technologies, focusing on the processes of creating pocket videos. The theoretical construction of this work is supported by the considerations of Heidegger (1994) and Orozco-Gómez (2002, 1998) on the “Essence of the Technique” and “Rationality of Relevance”, in the precepts of Martín-Barbero (2000) and Moran (2013, 2007, 2002, 1995, 1994 ). (2018), Valente (2018), Althaus and Bagio (2017), Souza, Iglesias and Pazin-Filho (2014) and Miter et al. (2008) on active methodologies. We refer to Freire (2011) and Zatti (2007) to face the younger (2012) and Moreira and Masini (1982) in order to deal with a more important learning, besides Paulo Freire (1986). technical guidelines for making videos by Moletta (2009) and Alves et al. (1987). A qualitative research has as main script a participant examiner (YIN, 2016; MINAYO, 2009b; GIL, 2008). As support techniques use the research (BONIN, 2011) and a documentary research (SÁ-SILVA; ALMEIDA; GUINDANI, 2009). To collect data on research changes, we use the data game, a playful adaptation of the world made by us. The selection and validation of consumer products (Videoaprendizagem guide, website and Basic Pocket Videos Production Manual) was carried out from a panel of Specialists (PINHEIRO, FARIAS, LIMA, 2013, STRUCHINER, RICCIARDI, VETROMILLE, 1998). The results of the research were developed and incorporated into the generation of videos and results of its derivatives, as well as the proposal for the creation of workspaces and the learning of meaningful learning.Item Acesso aberto (Open Access) Abordagem para aprendizagem de língua inglesa em cursos intervalares por meio de WhatsApp: primeiros passos(Universidade Federal do Pará, 2019-05-13) COSTA, Rafael Silva; DINIZ, Marcos Monteiro; http://lattes.cnpq.br/7813719832858592This study aimed to work with activities for the development of communication skills of students of English Language Undergraduate Courses, in an interval setting. In order to achieve this, the methodological procedure of the Practical Action-Research, which is composed of four research cycles, was used to achieve the main objective of this dissertation: to develop activity guides for the use of instant messaging applications with the purpose of helping students in teacher training undergraduate courses organized in an intensive setting. In Cycle I, four steps were performed to identify the problem within the context, in this case, the interval courses. Virtual questionnaires were used to understand the most present difficulties in the process of learning the English language of course students. Therefore, in Cycle II, an action plan was developed to assist in the development of communication skills through the use of Language Learning Strategies (LLS) developed by Oxford (1990). Within this cycle, the validation process of the activities proposed by a panel of experts occurred, with the purpose of proposing adjustments and evaluating the feasibility of the proposal in the context of the interval courses. After adjustments suggested by the specialists, Cycle III was implemented, where the activities were carried out in which new data collections and analyzes were carried out to adjust the proposal while it was in execution. With this, it was moved to Cycle IV, whose objective was to collect from the participants suggestions for improvements and adaptations of the proposal. Therefore, the first volume of the five guides for the use of LLS in instant messaging applications was developed. It was noticed that there are still difficulties and obstacles to be overcome in the implementation of the proposal, such as: access to the internet of participants living in remote locations, regularity of activities and participants' engagement. However, this project is valid for the context it is aimed at, for being a relevant resource in the English Teacher Education process.Item Acesso aberto (Open Access) PRO-GESTÃO: ambiente virtual de aprendizagem para o desenvolvimento de competências por servidores ocupantes de cargos de gestão nas IFES(Universidade Federal do Pará, 2019-05-14) SILVA, Victor Daniel de Oliveira e; MALCHER, Maria Ataide; http://lattes.cnpq.br/5418062253829906; https://orcid.org/0000-0003-4687-1840; RODRIGUES, Ronaldo de Oliveira; http://lattes.cnpq.br/1573942492848983The purpose of this study was to develop a Virtual Learning Environment based on Learning Trails for the development of managerial skills of employees occupying a management position in the FIHE. Firstly, a process of validation of competences was carried out, which served as the basis for the construction of the Teaching Plan. In order to design the VLE, the various platforms available on the market were validated and Moodle was defined as the Virtual Environment that best fit within pre-established criteria. A proposal submission website was prepared using the Federal Government standard template used by the participating Federal Teaching Institution. The participating population involved 25 managers in the validation stage of competencies and 17 managers in the validation stage of the platform. The methodology used for the first stage was a questionnaire to validate groups of competencies established in the literature and in institutional documents. For the second step, it was established criteria of product validation considering the learning and usability of the platform by the managers. Regarding the use of VLE based on Learning Trails for the development of managerial competencies, it is perceived that it meets the needs of the manager, considering that the format guarantees autonomy, availability of diverse contents, alignment with strategic objectives, reflection on the context work and generation of new ideas. Through the evaluation of the planning and training sector of the Institution, the model serves to fill several gaps in the competence of managers and to have access to the various situations experienced by managers. Some points are considered as challenges to be overcome, such as the motivational aspects of managers' participation and the functionality of the platform for a self-instructional proposal. The conclusion, in general, highlights the importance of strengthening policies and actions that focus on the development of managerial competencies in the FIHE, since there are gaps and needs on the part of professionals. It is necessary to deepen studies on the evaluation and career development systems of the managers, the compliance of the performance of the managers to policies that aim at social control in the FIHE, and to evaluate which factors influence the quality of life and the performance of the managers in the FIHE.Item Acesso aberto (Open Access) Gênero textual fichamento de resumo: uma sequência didática para o ensino-aprendizagem nos semestres iniciais de cursos de graduação(Universidade Federal do Pará, 2019-05-15) BRITO, Ana Lúcia da Silva; OLVEIRA, Emília Pimenta; http://lattes.cnpq.br/3683186030112093; COLFERAI, Sandro Adalberto; http://lattes.cnpq.br/9217166268191537; https://orcid.org/0000-0003-3914-3773The current thesis is composed of action research, qualitatively and applied nature. It is about the production and application of a Didactic Sequence, intending at the development of writting skills of undergraduate students about the genre descriptive annotation, allowing them to write more adequately in specific contexts of communication such as academic, political, pedagogical or everyday. Deeming that Didatic Sequence is arranged around a discursive genre, the annotation descriptive is picked as genre to elaborate this work. To uphold this research, the theoretical assumptions of the discursive / textual genres were grounded on Bakhtin (2003) and Marcuschi (2005). With respect to the textual genre, Campos (2015), Rocha et al. (2017) and Weg (2006), and on the organization of SD, the postulates of Dolz, Noverraz & Schneuwly (2004) were sustained. Eleven initial productions and eleven final productions were assayed, the results of which evidenced the proficiency of the learners in producing the descriptive annotation. Thus, the research reveals that the Didactic Sequence, as a methodology, allows the gradual improvement in students' writing skills.Item Acesso aberto (Open Access) Pontes de ensino: caminhos para o ensino superior híbrido(Universidade Federal do Pará, 2019-05-16) CRUZ, Suellainy Vieira da; COLFERAI, Sandro Adalberto; http://lattes.cnpq.br/9217166268191537The dissertation describes the process of conception, elaboration and validation of an Educational Product, called Bridges of Teaching, whose purpose is to assist teachers in the use of hybrid teaching, which is understood in this work as the integration of distance and presence moments. We chose to develop the product in a hypermiditic way, due to the possibility of user interaction with the product, as well as the use of different languages and supports. For product development, a multi-methodological strategy was implemented, with theoretical support in Bonin and Sinos (2004). The process of research and elaboration of the product took place in four stages: theoretical foundation, with which it was sought to identify the contextualization about the use of percentage of time load at distance in undergraduate courses; to check conceptions about innovation in higher education; to verify the teaching methodologies that can be used in the implementation of hybrid education; identify digital information and communication technologies - TDICs that can be used in the implementation of hybrid education. The second stage of the research consists in the accomplishment of a single case study, carried out at the Federal University of Pará - UFPA, which focuses on the integration of distance and face-toface teaching in undergraduate courses at the Federal University of Pará, through of the virtual learning environment of the Integrated System of Management of Academic Activities - Sigaa. The case study has three sources of evidence: documentary, direct observation and interviews. The third stage of the research consisted in the construction of the prototype of the educational product Bridges of Teaching, which was based on the methodology proposed by Amante and Morgado (2001) for the elaboration of hypermedia materials. The last step of the research was the validation of the product, which took place through a panel of experts. The validation occurred in two stages, the first one evaluated the product in relation to four aspects: appearance, structure and navigation, content and innovation. The results showed that some changes were necessary in the product, mainly in relation to the appearance. After the changes this aspect was again validated and the results demonstrate the improvement of the current version compared to the previous version.Item 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.Item Acesso aberto (Open Access) Aonde você vai, maçariquinho?: produção de websérie em desenho animado para divulgação das neurociências e processos migratórios de aves marinhas(Universidade Federal do Pará, 2019-05-27) ALEXANDRE, Ângela Tamires Nascimento; DINIZ, Cristovam Wanderley Picanço; http://lattes.cnpq.br/2014918752636286; https://orcid.org/0000-0001-6611-6880; MALCHER, Maria Ataide; http://lattes.cnpq.br/5418062253829906; https://orcid.org/0000-0003-4687-1840; VELOSO, José Miguel Martins; http://lattes.cnpq.br/3550143585946842; https://orcid.org/0000-0002-8969-7320Neurosciences constitute a set of knowledge that works with the cognitive and neural development of living beings and use innumerable sciences to explain the functioning of the nervous system. Because of this, it works with several technical terms, which are familiar only to researchers of the area. So, it is necessary to disseminate the scientific knowledge produced about these contents, so that the general population can appropriate of it and use it for their well-being. For the dissemination and propagation of this knowledge, it is possible to propose a media product capable of working scientific contents in a comprehensible way, without the knowledge produced by science loses its technical rigor. This way, a web series in cartoon, product of this research, can contribute for some contents of Neurosciences to be disseminated in an accessible and playful form. Thus, it is possible to draw the attention of the public, from the cartoon, and to provide scientific information in a place that promotes interactivity (web series) and development of the autonomy of the viewer in the choice of the resource that he accesses through hyperlinks made available on the screen, while watching the web series. Therefore, the product of this dissertation is the animatic of the pilot episode of the web series in cartoon “The Adventures of Rico and Sami” in addition to all the planning and the products derived from this process, as literary scripts, technical scripts, concept art of characters and scenarios of the other episodes of the second season of the web series, object of this research. This product aims to disseminate Neuroscience concepts, from the explicitation of aspects of the migratory process of seabirds, through a fictional narrative hypermedia based on parameters of scientific dissemination. It is hoped that, when working with complex contents with accessible language, Neuroscience topics can be better understood by the population.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) @midiasnoensino: uma proposta de uso do Instagram como ferramenta educacional para o ensino superior(Universidade Federal do Pará, 2019-11-22) BRIGIDO, Jéssica de Almeida Vasconcelos; VELOSO, José Miguel Martins; http://lattes.cnpq.br/3550143585946842; https://orcid.org/0000-0002-8969-7320Social Media platforms have astonishingly spread to the point they are part of the daily lives of most people, modifying the way they now communicate. However, such technologies have not yet effectively made themselves available as educational tools ready for use in different leveis of teaching. Based on this framework, this dissertation describes the steps taken to answer the following focus question: in which ways higher education teachers can use the social media Instagram as an educational tool? For that purpose, a series of experimentations were carried in other to achieve a main goal: the proposition of possibie uses of Instagram as educational tool to assist teachers in pedagogical practices and to promote learning processes in higher education environments. A quaiitative and expioratory approach was chosen in order to achieve such goais. This approach inciuded methodological procedures such as bibliographic research, participant observation (PERUZZO, 2017), validation of results before an experts' panei (PINHEIRO; FARIAS; ABE-LIMA, 2013), data collection, the anaiysis of feedback and the materiaiization of the intended product. Instagram was tested as educational tool during two courses of the undergraduate program in Technology of Multimedia Production at the Pará Federal University. By looking for different meanings for Instagram usage, activities were carried to experiment to which extent this social media use could follow aiong students' learning path, enable feedback practices, stimuiate creative abilities, and promote collaborative learning. The Instagram profiie @midiasnoensino is presented here as result of this dissertation process, displaying possibiiities in pedagogical practices using this social media, in the form of posts and adaptabie tempiates. Activities available in the profiie are interesting aiternatives for teachers accessing them, as they allow considerations on the uses and appropriations of Instagram apart from its most common uses in daiiy life. Such activities are asso open for adaptations and the creation of new meanings through the reorganization of possibiiities according to actual practices teachers experience in their work environments. That is, the proposed activities enable teachers to use creativity to deveiop actions that build knowiedge in a dialogic and collaborative manner.Item Acesso aberto (Open Access) Simulador em ambiente de realidade virtual para o ensino da membrana plasmática(Universidade Federal do Pará, 2019-11-27) REIS, Juliardnas Rigamont dos; FERREIRA, Ana Cássia Sarmento; http://lattes.cnpq.br/2022102405472089; MONTEIRO, Dionne Cavalcante; http://lattes.cnpq.br/4423219093583221This dissertation presents the process of creation, development, testing and results of a Virtual Reality (VR) environment simulator of a plasma membrane and was developed as a didactic resource to assist the teaching-learning relationships of the Cellular and Molecular Biology discipline in higher education. The methodology used was the experimental scientific method, following the observation, problem elaboration, hypothesis raising, experimentation, results analysis and conclusion phases. The software was developed by an interdisciplinary team and made use of agile methodology. As steps of the product construction process, a bibliographic research was carried out, as a theoretical basis, followed by the modeling of the plasma membrane and the animal cell, in the Blender 3D modeling software. Subsequently, the modeling was integrated into the VR environment through the Unity 3D game development engine, culminating in the programming of phospholipid movements, the transport of small substances across the plasma membrane and in forms of user interaction with the game. Virtual environment. For immersion in the cellular environment in VR, the HTC VIVE Óculus VR headset is made up of motion sensors, interaction controls and immersion glasses. The test of the product was conducted with professors of the Cellular and Molecular Biology discipline of the State University of Pará (UEPA), the Federal Institute of Education, Science and Technology of Pará (IFPA) and the Federal University of Pará (UFPA). With undergraduate students of the Biomedicine course at UEPA, the Biological Sciences / Undergraduate course at IFPA and UFPA and postgraduates from the UFPA Postgraduate Program in Biology Teaching (PROFBIO). Test data were obtained through questionnaires after contact and use of the VR simulator. From the content analysis it was realized that the simulator was considered an important tool and contributed to facilitate the learning of content related to the structural and functional aspects of the plasma membrane, besides making this learning fun and enjoyable.Item Acesso aberto (Open Access) OficinAtiva: uma experiência formativa a partir dos princípios das metodologias ativas com docentes da universidade do estado do amazonas (UEA), no município de Manicoré(Universidade Federal do Pará, 2020-03-12) RODRIGUES, Rosa Maria Siqueira de Carvalho; VELOSO, José Miguel Martins; http://lattes.cnpq.br/3550143585946842The present work brings in its context the discussion about educating professors in the perspective of building teaching knowledge, which indicates the reflection about the pedagogical practice that nowadays needs to educate citizens with critical thinking, ready to assume their role in accord with the needs of society. In this context, there are teaching practices based on different processes, entitled active methodologies, which aim to put students as the protagonists of their learning process, favoring autonomy development and collaborative learning. We therefore describe the steps taken to answer the focus-question that guided this dissertation: how can professors’ training, with an emphasis on active methodologies, contribute to reframe pedagogical practices of professors of the Amazonas State University (Universidade do Estado do Amazonas – UEA), in the Manicoré municipality? To do so, we elaborated the general objective of the research, which consisted in developing a professors’ training workshop to foster reflection on the teaching practice based on the principles of active methodologies in the Amazonas State University in Manicoré. To reach this goal, the theoretical basis of this work is based on the studies of Moran (2015), Freire (2006), Almeida (2005), Berbel (2011), Lucarelli (2000), and Zabalza (2004). The empirical basis, on the other hand, has a qualitative and exploratory approach, built with methodological procedures such as bibliographical research, participant observation (PERUZZO, 2017), specialists’ panel (PINHEIRO; FARIAS, ABE LIMA, 2013), data gathering, opinion analysis, product materialization and validation by the OficinAtiva: ways to innovate in class. Through the data collected, it became evident that professors did not yet know active teaching-learning methodologies and showed great interest in using them in their classes. Participating in the OficinAtiva allowed them to comprehend in practice the principles that guide these methodologies, which is a determining factor for them to give new meanings to their pedagogical actions and build knowledge in a diverse way.Item Acesso aberto (Open Access) E-book: Práticas docentes na educação de jovens e adultos no ensino personalizado: vivências do Centro de Educação de Jovens e Adultons Prof. Luiz Otávio Pereira – CEEJA/Belém(Universidade Federal do Pará, 2020-03-17) ALBUQUERQUE, Luciana Pereira; ELIASQUEVICI, Marianne Kogut; http://lattes.cnpq.br/6655468164115415This research had as objectives to map and systematize, in an e-book format, teaching practices carried out in the context of personalized teaching of Education of Youth and Adults (EJA) from the Centro de Educação de Jovens e Adultos Prof. Luiz Otávio Pereira – CEEJA/Belém. These practices should contribute to student’s learning by means of dialogue, ethics, affectivity and autonomy dimensions. To reach the objectives, the methodological trajectory was composed by: (i) researches on references from theorists who study EJA and personalized teaching; (ii) a documental research; (iii) a data collection using questionnaires applied to teachers and students; (iv) registers of observations taken during the meetings/classes and informal conversations that could complement my perceptions as a researcher; and (v) a specific validation. The data collected were analyzed and the results reveal not only a teaching staff that is committed to the modality and the students but also reveal that the teaching practice in EJA, when using the dimensions mentioned in the teaching-learning process, makes it possible a bigger involvement of the students in their meetings/classes, because they see the relationship between the content studied and their lives. This active participation occurs even when they face hindrances such as the heterogeneity of the groups, the lack of material resources and the necessity of continued education aimed at the EJA modality, among others. Given the results, the proposed e-book aims to reach a diverse audience in order to socialize the successful activities that can be shared by other teachers.Item Acesso aberto (Open Access) DESIGN KIT EDU: um toolkit para promover a criatividade na aprendizagem(Universidade Federal do Pará, 2020-04-24) SOUZA, Karina Cristina Martins de; MALCHER, Maria Ataide; http://lattes.cnpq.br/5418062253829906This dissertation aims to present the conception and materialization of an educational content for higher education that uses Design Thinking (DT) as a teaching-learning strategy, with the goal of fostering the exercise of creativity and problem solving. The content is entitled “Design Kit EDU”, created with the aim of providing interactions between teacher-student, student-student, teacher-content and student-content, from which teachers feel encouraged to plan different activities, using a set of artifacts in their classes, at the same time that students are motivated to develop varied skills and establish relationships with knowledge (cognitive domain), doing (psychomotor domain) and being (affective domain) . The content consists of four artifacts, namely: the “Composition Chart”, the “Empathy Dice”, the “Ideas Lane” and the “Feedback Cards”. All of these artifacts establish guidelines by the Design Thinking (DT) methodology, which means they are centered on the subjects who are part of the interactions or who may benefit from the interactions. This proposition has as a theoretical reference the discussions on design, Design Thinking (DT), Instructional Design (DT), active methodologies and creativity. For the development of the research reported in this dissertation and its product, different methodological procedures were adopted. The approach was qualitative and, among the procedures, bibliographic, documentary and experimental research were used. For the stage of content planning and design of the artifacts, the stages of the “classic” Instructional Design were used. The artifacts were made with analog interactions, which means that part of the materials were built in a tactile and fixed way, while the other part is made of glued or sewn with different papers, cutouts, textures and visuals. 14 inspirations were consulted during the research and all, in some way, deal directly or indirectly with the themes “Design Thinking”, “creativity” and “problem solving oriented to the educational context”, even though most of the inspiring materials deal with the corporative education. Finally, in this dissertation, the artifact verification process is reported, which was configured as a pilot study whose sessions followed a semi-structured script (Evaluation Matrix), in which the main product of this work, the “Design Kit EDU”, was briefly presented and submitted to the guests' analysis. The sample of specialists was formed by 20 guests, mostly teachers of Higher Education at the Universidade Federal do Pará (UFPA). However, the sessions also included professional master students from the Postgraduate Program Creativity and Innovation in Higher Education Methodologies (PPGCIMES), recent graduates, masters and graduates of the Program, in addition to professors linked to other educational institutions. From this verification process, it was possible to receive several contributions, some of which have already been incorporated into the product presented in this dissertation and others will be analyzed later for the future improvement of the educational content and its artifacts.