Dissertações em Criatividade e Inovação em Metodologias de Ensino Superior (Mestrado) - PPGCIMES/NITAE
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Item Acesso aberto (Open Access) Abordagem de ensino e aprendizagem para estudantes com Transtorno do Espectro Autista no ensino superior: “Tecendo Perspectivas na Aprendizagem Invertida”(Universidade Federal do Pará, 2021-12-17) PAIXÃO, Ivanir da Silva; VELOSO, José Miguel Martins; http://lattes.cnpq.br/3550143585946842The increasing demand of students with Autistic Spectrum Disorder entering higher education has changed the educational scenario and fostered important discussions about the need for inclusive education and the use of adequate pedagogical/methodological materials for teaching this specific public. By reflecting on these needs, considering the scarcity of teaching material and attempting to contribute to the inclusion of the ASD students in higher education, we based this research on the following question: How to assist university professors on the process of teaching ASD students? The main purpose of this research is to create a teaching material composed by guidelines and methodological strategies which are based on active teaching and learning methodologies. In this context, we developed an educational product named TEAr. It consists of a pocket book for university professors that focuses on teaching students with Autistic Spectrum Disorder. It was based on the guiding principles of active teaching-learning methodologies; hence it proposes an adaptation of inverted learning in order to meet the main educational needs of ASD students. In order to elaborate the product, we carried bibliographical research on active teaching-learning methodologies applied to teaching students with ASD, the public policies for inclusion on general and inclusion of ASD university students specifically, and the academical characteristics of students with ASD by working with reports from the university students themselves. After conducting the bibliographic research and analyzing the reports, we created the project’s proposal. The proposal was submitted to the evaluation of a experts’ panel, which consisted of 3 different representations: a teacher, a student with ASD, and a UFPA’s mentor. The goal was to collect suggestions and make adjustments. After the contribution of multiple perspectives, the final version of TEAr was considered suitable to be used by university professors who teach undergraduate students.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) Aprendizagem baseada em projetos mediada pelo uso de WebQuest na formação inicial de professores de língua inglesa(Universidade Federal do Pará, 2024-03-20) MARTINS, Tania Cristina Silva; ARAÚJO, Marcus de Souza; http://lattes.cnpq.br/1803218796986644; https://orcid.org/0000-0001-5403-0879The professional development of pre-service English language teachers plays a fundamental role in the context of contemporary Brazilian education, such as, for example, in preparing future teachers for the development of lifelong learning skills, namely, good communication, critical thinking, digital literacy, among others, just to name a few. Such teacher development can help the teacher to better identify, critically and reflectively, the needs and interests of students, and enable personalized learning, through each student's life projects. Therefore, this research aimed to present an educational process based on project-based learning (PBL), mediated by the use of WebQuest, for pre-service English language teachers. Grounded in the principles of the qualitative research approach and using the action research method, the educational process, entitled “WebQuest: project-based learning in English language teaching”, was planned, applied and evaluated in the context of the degree subject “Technologies in the teaching and learning of foreign languages”, in the English language teaching major, at the Faculty of Modern Foreign Languages (Faculdade de Letras Estrangeiras Modernas - FALEM), at the Federal University of Pará (Universidade Federal do Pará - UFPA). The results of the evaluation of the educational process demonstrate its effectiveness in contributing to the pre-service English language teachers' professional development, by creating conditions for meaningful learning about PBL, mediated by the potential of WebQuest, both as a technological resource and as a methodology. It should be noted that this educational process was evaluated by student-participants in the research and by expert teachers. Furthermore, by integrating PBL and WebQuest, the educational process gained aspects of innovation and replicability. It is concluded that this research can contribute to the advancement of knowledge in the field of study of PBL in the Brazilian context of teaching and learning the English language, with regard to curricular integration, teacher development and the incorporation of digital technologies in PBL.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) 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) 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) CODIIN: Trilha de Aprendizagem para Estágio Supervisionado em Música(Universidade Federal do Pará, 2023-05-30) LOBATO, Rafaelle do Nascimento Brabo; MIRANDA, Fernanda Chocron; http://lattes.cnpq.br/3101500469419928; http://orcid.org/0000-0002-1774-6402; VELOSO, José Miguel Martins; http://lattes.cnpq.br/3550143585946842This work presents the results of an action-research developed within the scope of the Bachelor's Degree in Music at Instituto Estadual Carlos Gomes, where we work professionally as teachers. The general objective was to develop a Learning Path favorable to the elaboration of an Interpretive Didactic Concert in the discipline of Supervised Internship in Music of the IECG Bachelor's Course. The said Path, entitled CODIIN and available online on a website, systematizes and enhances the experience proposed and lived by us within the scope of the IECG, and may help other professors to propose and/or reconfigure Supervised Internship processes for future bachelors, inside and outside the context of the Institute. For the development of this research, we adhered to the perspective of action research (THIOLLENT, 2011; FRANCO, 2016; RAMOS & MATTAR, 2021) and its planning spiral steps. In the first stage, we carried out the identification and characterization of a problem, which appears in the reflection of the scenario of professional performance. The second stage consisted of planning an action/intervention in the IECG scenario, from which we planned and carried out the pilot experience, followed by the final evaluation by the participants. The third stage was focused on the conception and definition of the theoretical guidelines of the Learning Trail, resulting in the proposed final planning. In the fourth and last phase, of evaluation and reflection on the results, the evaluation was carried out involving five professional-researchers who work in the field of Music and Teaching, who evaluated through a questionnaire, regarding the objectives, contents, organization, functionality and structure of the site. In addition to responding to the instrument, the evaluators recorded recommendations in writing and orally. Among the results of this research, the following stand out: (i) creation, experimentation and evaluation of a proposal for a Learning Path in a real scenario of higher education in Music; (ii) presentation of an already validated proposal for a training course for the discipline of Supervised Internship at the IECG; (iii) availability of an open training proposal for Bachelor of Music students that encourages practical-reflective experiences on future professional performance; (iv) systematization and availability of practical experience in the development of an Interpretive Didactic Concert open to the community. In view of this, we believe that the CODIIN Learning Trail has potential and contributes to the formation of musicians, in addition to helping other teachers to streamline their training practices based on the proposed educational process.Item Acesso aberto (Open Access) Das telas para as narrativas transmidiáticas: uma proposta de ensino de língua espanhola na cibercultura(Universidade Federal do Pará, 2022-07-29) REIS, Layane Aviz dos; LUCIO, Elizabeth Orofino; http://lattes.cnpq.br/9802121543478378; https://orcid.org/0000-0002-3446-5530The present dissertation approaches on reflections on the teaching of Spanish Language in Cyberculture, which were based on a proposal for the teaching of Spanish language during the course entitled Frida Kahlo: from screens to transmedia narratives, situated in the Teaching area, in the line Research Methodological Innovations in Higher Education (INOVAMES), of the Postgraduate Course Creativity and Innovations in Higher Education Methodologies (PPGCIMES). In this narrative methodological perspective work (PRADO, SOLIGO, SIMAS, 2021) in three dimensions and in perspective: Firstly in the essay text, through the construction of a creative narrative, Frida Kahlo is sent to the 21st century and meets a young teacher -researcher facing the following question: in what aspects do activities involving cyberculture and language teaching contribute to the professional development of future Spanish Language teachers based on a creative proposal for training in cyberculture? Secondly, a course is built through the narrative methodology bringing Frida Kahlo, Pierre Lévy, Pablo Neruda, Jorge Luis Borges, Gabriel Garcia Marques as characters that will compose the second dimension of the creative narrative that is consolidated in the construction of the Frida Kahlo course: from screens to transmedia narratives. Finally, in the third dimension of the narrative, it continues with the theoretical contribution of Paulino and Maria (2010), Cosson (2016), Soares (2017), Costa and Moraes (2014), Lubart (2007), Barbosa (2014), Lévy (2014), 2000), Debald (2020), Geraldi (1996), Bakhtin (1993), among others. Concluding, in the third dimension of the narrative, the researcher meets with other students and teachers in training and, through the sharing of their narratives, investigates and narrates the teaching training processes, which corroborates the consolidation of the course based on creativity, innovation, cyberculture and foreign language teaching.Item Acesso aberto (Open Access) Desenvolvendo competências para estudar a distância: oficina para alunos de cursos EaD da UFPA, com ênfase nos ingressantes(Universidade Federal do Pará, 2025-06-09) SALES, Lana Carolina Maués de; ELIASQUEVICI, Marianne Kogut; http://lattes.cnpq.br/6655468164115415; HTTPS://ORCID.ORG/0000-0002-9450-3965; VELOSO, José Miguel Martins; http://lattes.cnpq.br/3550143585946842; https://orcid.org/0000-0002-8969-7320Distance Education (DE) students often face challenges related to autonomy, time management, feelings of isolation and loneliness, difficulties in building social bonds in virtual environments, and a lack of institutional belonging, among others. These issues may come from the need to develop skills and competencies that enable the students to adapt to the specific characteristics of this educational modality. In this context, the research was guided by the following central question: How can the development of competencies be fostered to help Distance Education students better adapt to this modality of education? This study aimed to investigate key competencies that support student adaptation to DE through the design and evaluation of a workshop and a self assessment tool. The study, consisting of five phases, is applied research with an exploratory and descriptive qualitative approach, using participant observation techniques, semi-structured interviews, and questionnaires. The research led to the development of an educational product (EP) in the form of a workshop titled "Belonging in DE: Developing Competencies for Distance Learning," aimed at undergraduate students in distance education. Additionally, a self-assessment tool called "Competency Explorer for Distance Learning" was created. Ten students and graduates from the Portuguese Language degree program at the Federal University of Pará (UFPA) participated in a pilot workshop and provided feedback. The workshop and the "Competency Explorer" tool were also evaluated by the course coordinator. Although the pilot testing focused on a specific group of students, the preliminary results and the rich feedback collected indicate the relevance of the workshop and the "Competency Explorer" tool for students, especially newcomers to distance undergraduate programs, not necessarily limited to UFPA.Item Acesso aberto (Open Access) O design de oficina pedagógica para o uso de podcast como material midiático-educacional para alunos do curso de Licenciatura Letras-Língua Inglesa(Universidade Federal do Pará, 2025-02-21) ROSA, Emanuelle Oliveira; ARAÚJO, Marcus de Souza; http://lattes.cnpq.br/1803218796986644; https://orcid.org/0000-0001-5403-0879Digital information and communication technologies (DICTs) have significantly transformed education, requiring teachers to integrate technological resources into their teaching practices. Given this scenario and the growth in podcast consumption, this research investigates the potential of this digital media as a media-educational resource in the initial training of English language teachers. This research is based on three axes: pedagogical workshops, podcasts from a digital media perspective and podcasts in teaching and learning. The following authors make up the theoretical framework of this dissertation on the axis of pedagogical workshops: Barros, Souza and Machado (2023), Cardoso et al. (2017), Fava (2024), Franco (2016), Freire (2021), Jesus and Ribeiro (2021), Lopes (2009), Piaviani and Fontana (2009), Santos et al. (2022) and Silva (2009). For the podcast axis from a digital media perspective, the authors are: Aguiar in Maciel (2014), Barbosa et al. (2008), Bontempo (2021), Buckingham (2022), Edirisingha and Salmon (2009), Kenski (2008), Matias (2020), Oliveira and Lacerda (2023) and Resultado Global (2023). Under the podcasts in teaching and learning axis, the authors are: Andrade (2023), Barreto (2023), Barros, Souza and Machado (2023), Brasil (2018), Buckingham (2022), Fava (2024), Kenski (2003), Malheiro et al. (2023), Marcon et al. (2021), Matias (2020), Saidelles (2020), Soares (2017) and Souza-Neto and Mendes (2017). The overall aim of the study is to present an educational product aimed at designing a pedagogical workshop to foster reflective and active practices in English language teaching through podcasts. The overall aim of the study is to present an educational product aimed at designing a pedagogical workshop to foster reflective and active practices in English language teaching through podcasts. The specific objectives include the systematic organization of the workshop modules, the promotion of reflective and active practices in teacher training and the contextualization of theoretical and practical knowledge for the praxis of the teacher in training. The methodology adopted followed a qualitative approach, using the case study as the main method. For data collection, questionnaires were administered to the participants of the pedagogical workshop, as well as a bibliographical survey on the use of podcasts in education. The pedagogical workshop was structured into seven modules, covering everything from basic concepts to recording and producing podcasts, totaling 25 hours of activities, 18 hours of which were face-to-face and 7 hours asynchronous. The educational product was validated in two stages: through questionnaires answered by the workshop participants and by a panel of experts in English teaching and digital technologies. The results indicate that the pedagogical workshop contributed significantly to the development of teaching skills, broadening the understanding of the use of podcasts as a media-educational resource. Data analysis revealed that the experience of creating and evaluating podcasts provided an interactive and collaborative environment, favoring the autonomy of future teachers. In addition, the experts on the panel confirmed the relevance and applicability of the educational product in question, highlighting the relevance of the approach adopted. We conclude that the pedagogical workshop developed fulfills its purpose of integrating podcasts into English teaching, promoting innovative and reflective practices in initial teacher training. As such, this research contributes to expanding the pedagogical repertoire aimed at teacher training, strengthening the dialog between digital media and language teaching.Item Acesso aberto (Open Access) O ensino e a aprendizagem de estatística nos anos iniciais do ensino fundamental: o uso da ferramenta Scratch na formação do pedagogo(Universidade Federal do Pará, 2021-12-20) SILVA, Sâmia Mota da; NASCIMENTO, Márcio Lima do; http://lattes.cnpq.br/6668311810812135The National Curriculum Parameters (PCN, in Portuguese) published in 1997 and incorporated into the Common National Curriculum Base (BNCC, in Portuguese) in 2017, advocate that Statistics should be taught throughout Basic Education, since the initial years. However, studies show that teachers in the early years do not receive adequate training because, when provided in the course's curriculum, Statistics is generally geared towards school administration, so it does not present content for its teaching. In this sense, this research started from the following focus question: How can Scratch contribute to the improvement of the Pedagogue's pedagogical praxis for the teaching of Statistics in the early years of Elementary School? The main objective of this research is to develop an educational product with guidelines for the construction of animations/games, using the computational tool Scratch, which can help Pedagogy students in the teaching and learning process of Statistics content, provided for in the BNCC for the early years of Elementary School. The Product developed is a material in PDF format entitled “Introduction to Scratch Quick guide for Pedagogy Students”. The research presents a qualitative approach of an applied nature, the research instrument used for data collection was the questionnaire. The product was tested by fifteen students from the Pedagogy course of public institutions and validated by an Expert Panel composed of three professors: two Pedagogues and one Statistician. The results presented show that the educational product meets the proposed objective, considering that the validation of the expert panel and the testing of pedagogy students were considered satisfactory, indicating that the product will be of great contribution to the target audience.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) Estágio GO! Uma proposta de jogo de tabuleiro para a pedagogia(Universidade Federal do Pará, 2024-03-25) COSTA, Tiago Henrique Paixão da; NASCIMENTO, Márcio Lima do; http://lattes.cnpq.br/6668311810812135The supervised curricular internship, in a school environment, of the Pedagogy course is a stage in which the undergraduate has the opportunity to follow and assist the work of a teacher in the classroom. In this context, joint work and an exchange of knowledge are necessary between all members who are part of the internship journey. According to Raymundo (2013), the internship is a time for socialization and exchange of experiences. However, due to a series of factors, this dialogue and openness are not favored, or are scarce and limited, or restricted to some specific moments. Therefore, this research had the main objective of developing Estágio Go! A board game, with mechanics based on Quests (Howard, 2022) and Roleplaying Games (RPGs), with the aim of facilitating the sharing of knowledge between members of the process. Pedagogy internship in the initial grades of elementary school. Based on the concept of simulated reality (Kapp, 2012), Estágio Go! Proposes an imaginary universe, in which the Pedagogy intern assumes the role of a player and faces a series of situations that could, in fact, happen in the real environment of the internship. . Once faced with these situations or missions, you must use your knowledge and experiences from your undergraduate studies to propose solutions and thus overcome the challenges of the game. This qualitative research was designed as action research and the methodological process was organized as follows: (1) bibliographical study on teacher training, supervised internship, use of games in the context of teaching and creation of board and RPG games; (2) development of the first versions of the board game; (3) testing of game prototypes carried out with students and teachers of the supervised internship discipline in the initial years of Elementary School, of the Full Degree in Pedagogy course at the State University of Pará; and analysis by two experienced school experts; (4) development of the final product Estágio Go! Improved according to the results of field experience and expert evaluation. The results of the investigation showed that the educational product Estágio Go proved to be an aid tool for the internship discipline and was well received by the students and teachers participating in the research.Item Acesso aberto (Open Access) O fomento da criatividade em práticas de cozinha no ensino superior utilizando PANC(Universidade Federal do Pará, 2023-10-16) FERREIRA, Bruno de Souza; ELIASQUEVICI, Marianne Kogut; http://lattes.cnpq.br/6655468164115415; https://orcid.org/0000-0002-9450-3965; MONTEIRO, Dionne Cavalcante; http://lattes.cnpq.br/4423219093583221Research presented in this master's dissertation focuses on creating, applying, and analyzing an external learning trail for students of the Gastronomy course to promote creativity in cooking practices using Non-Conventional Food Plants (PANC). In this case, red nettle (Laportea estuans) was the PANC under study. As part of this research, we are asking: How can non-conventional food plants be used to foster Creativity among students of higher education? This questioning led to the following general objective: Design an educational process to foster Creativity competence in kitchen practices in the training of Gastronomy course students, with non-conventional food plants (PANC) as content. Action research methodology, considering its connection to qualitative research approaches, seeks to promote changes in the reality context, but also educate and raise awareness of participants and the researcher. Learning is divided into four dimensions related to cooking: knowing, cooking, eating, and convincing. Activity activities subsidized by educational artists (podcast and illustrated booklet) are used for the learning trail, along with support materials (map mind, sensory evaluation form, technical sheet), that each moment of the trail helps to develop specific creative skills. This study was conducted with students in the 3rd semester of the Higher Course of Technology in Gastronomy at the Universidade da Amazônia (Unama) in 2022 within the scope of the discipline "Integrating Topics II". Students were assessed based on their previous knowledge of the PANC under study. An analysis of the student's creative process was carried out in the form of interviews to analyze their innovative and creative recipes made from red nettle. The research data shows that the learning trail contributed to the objectives it proposed, such as promoting creativity in students' activities and promoting the gastronomic exhibition.Item Acesso aberto (Open Access) Formação Continuada On-Line para Professores de Língua Inglesa da Educação Básica do Estado do Pará: BNCC e Cultura Digital(Universidade Federal do Pará, 2023-07-04) ESPÍRITO SANTO, Cleide Oliveira do; MIRANDA, Fernanda Chocron; http://lattes.cnpq.br/3101500469419928; http://orcid.org/0000-0002-1774-6402; ARAÚJO, Marcus de Souza; http://lattes.cnpq.br/1803218796986644; https://orcid.org/0000-0001-5403-0879In The new national curriculum guidelines based on the National Common Core Curriculum (BNCC) have changed, and teachers in Basic Education need ongoing training in digital competence. This research examines the formative guidelines focused on Digital Culture competency. With preliminary studies completed, the goal is to develop and offer an online extension course for the continued professional development of English language teachers in the state basic education network of Pará, with a focus on digital culture. To accomplish this, a partnership has been established between Núcleo de Inovação e Tecnologias Aplicadas a Ensino e Extensão (NITAE2), an academic unit of PPGCIMES, and the Center for the Training of Basic Education Professionals of the State of Pará (CEFOR-PA), which enables the development of a pilot version of the I-TEACH Course. Course activities were conducted using the AVACEFOR asynchronous platform, managed by SEDUC-PA, for synchronous meetings. As part of the theoretical and methodological foundation of the course, the BNCC was used in conjunction with the guidelines in the National Base (2017, 2018), the European Framework for Digital Competence for Educators (LUCAS; MOREIRA, 2017), and authors such as Redecker (2017). Using the action research method as a method of analysis, the study is qualitative in nature. By incorporating personal experiences from the researcher’s teaching career in SEDUC-PA, this approach reshapes her perspective on the challenges of implementing BNCC in a classroom setting. A methodological framework for the proposed course was provided by Filatro’s Instructional Design guidelines (2008, 2015, 2019), which outline five phases of course implementation: (I) analysis; (II) design; (III) development; and (IV) evaluation. The validation of the proposed educational product was carried out continuously through evaluations conducted by the participating teachers themselves, indicating satisfactory results in terms of implementation and formative experience. Notable outcomes of this research include: the development of an innovative proposal for a continuing professional development course for English language teachers in the state of Pará with a focus on digital culture; a product with replicability potential for other areas of knowledge; the creation of a formative path that maps the digital culture of the BNCC to the progression areas of DigCompEdu; and the promotion of digital culture in remote contexts in Pará.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) Guia Digital Aflorar: reflexões e práticas para o fomento do bem-estar de professores de línguas em formação inicial(Universidade Federal do Pará, 2024-06-06) MENDES, Camila Rodrigues; BORGES, Larissa Dantas Rodrigues; http://lattes.cnpq.br/4013038221401148The aim of this research was to develop an educational product focused on the wellbeing of pre-service language teachers. As an English undergraduate student at the Federal University of Pará (UFPA), I have experienced many challenges and difficulties throughout my trajectory which have had an impact on my wellbeing and sparked my interest in investigating this topic. Wellbeing is a construct that emerges from the interaction between personal characteristics and socio-contextual factors in all areas of human life; the aim of this interaction is to find meaning and connection with the world (Mercer; Gregersen, 2020). Various factors contribute to promote a person's wellbeing and flourishing, such as positive emotions, engagement, relationships, meaning and achievement (Seligman, 2011). In this research, the educational product developed is the Aflorar digital guide, which aims to enhance the wellbeing of pre-service language teachers through reflections and practices that can help them find points of balance in favor of their wellbeing. As a theoretical framework, we draw on studies conducted by Borges (2024), Mercer (2021), Mercer and Gregersen (2020), Oxford (2016a, 2018, 2020), Seligman (2011), Sulis et al. (2021), among others. The methodology adopted was applied research with a qualitative approach involving English undergraduate students at the School of Modern Foreign Languages (FALEM), at the UFPA, located in Belém. Four questionnaires were used to generate data. In the conception stage, bibliographical research and research of guides on teacher wellbeing were carried out. To characterize the context, documentary research was conducted. And in order to direct the development of the Aflorar guide's resources, a questionnaire was applied in which nineteen participants collaborated, with the aim of getting deeper insights into the audience and their wellbeing related needs. The guide was tested, evaluated, and validated with ten participants along two in-person meetings and two meetings involving asynchronous activities. Among the results of this investigation, a positive impact on the participants' wellbeing was evidenced, favoring reflection, identification and understanding of emotions, an increased appreciation of positive experiences, as well as improved time management to prioritize activities that promote their wellbeing. In addition, the guide's resources provided a more positive outlook regarding the challenges faced by participants and facilitated the strengthening of positive relationships. We anticipate that the Aflorar digital guide will make a valuable contribution to the field of language teaching and learning while also positively influencing the wellbeing of pre-service teachers.Item Acesso aberto (Open Access) Guia para formação de professores: adaptação de música regional para aulas de trompa com iniciantes(Universidade Federal do Pará, 2024-03-28) LOUZADA, Jaqueline Wailse Lira; DINIZ, André Monteiro; http://lattes.cnpq.br/5064351890235151; https://orcid.org/0000-0002-4895-7421This work presents the "Musical Adaptation Guide for Horn Teachers in Training," a manual of adaptations of regional music for beginners. This educational product emerged as a proposal to address the challenges in music education, especially in the context of horn teaching, where there is a significant presence of teaching materials and repertoires of European origin. These materials, often from other countries and unfamiliar to students and their communities, do not take into account their cultural and regional specificities. This practice needs to be discussed in the training of horn teachers to promote the development of new approaches by them. The scarcity of resources that integrate local culture limits students' access to a potentially representative and meaningful music education. Developed within the Graduate Program in Creativity and Innovation in Higher Education Methodologies (PPGCIMES) at the Federal University of Pará (UFPA), with an emphasis on Methodological Innovations in Higher Education (INOVAMES), the resulting product aims to address these shortcomings, particularly the lack of adaptations of regional music from the Brazilian Amazon for beginners. The methodology involved a bibliographic research on the challenges and perspectives in horn teaching in Brazil, the literature used for teaching, and the influence of musical heritage on horn learning. It is based on Ausubel's (2003) theories of meaningful learning and Quijano's (2015) decolonial approach, as well as the analysis of idiomatic elements present in works written by horn players, as discussed by Matosinhos (2021). Additionally, an analysis of Pedagogical Course Projects (PPCs) from the Federal University of Pará (UFPA), the State Institute Carlos Gomes (IECG), and the State University of Pará (UEPA) was conducted. Subsequently, the educational product was developed and implemented, along with interviews with teachers and students to validate the proposed musical adaptations. The results highlight the potential of the developed educational product to equip both trainee and practicing teachers, providing a practical and accessible tool for teacher training and a music education that incorporates local culture. Furthermore, it is evident that the developed material serves as a resource for teachers in training, assisting them in integrating local cultural elements into their teaching, thus promoting a more contextualized and meaningful music education.Item Acesso aberto (Open Access) Inglês na Palma da Mão: de um projeto inspirador à construção de um guia digital(Universidade Federal do Pará, 2020-05-12) LIMA, Allana Camyle de Melo; DINIZ, Marcos Monteiro; http://lattes.cnpq.br/7813719832858592This research aimed at creating a product to support the digital pedagogical practice of English teachers on WhatsApp application by analyzing data from a work that it is called “English in the Palm of Hand” project which was designed for 25 students of the English language teaching undergraduate program at the Federal University of Pará on WhatsApp application and validating the product by using an Expert Panel composed of three English teachers and three researchers from the fields of language learning and teaching, mobile learning and Information Digital Communication Technologies and Education. The product “English in the Palm of Hand: a guide to support the digital teaching practices on WhatsApp application” provides guidance, three activities and digital materials for English teachers(GIFs, images, videos and PowerPoint Presentation). This study is grounded on theoretical discussions regarding the mobile learning concept (SACCOL; SCHLEMMER; BARBOSA, 2010; BRAGA, 2017, among others), its advantages and limitations (SACCOL; SCHLEMMER; BARBOSA, 2010; SILVA; ROCHA, 2017, to mention a few), mobile learning as a tool on teacher education (BARAN, 2014, among others), the history, definition and features of the WhatsApp application, (LOPES; VAS, 2016, to mention a few), as well as how language is used on application (MARTINS; BATISTA, 2005; MAGNABOSCO, 2009, among others) and finally, the possibilities and limitations of using WhatsApp as a pedagogical tool (OLIVEIRA et al., 2014, to mention a few). This research is considered a qualitative case study (FONSECA, 2002; MARTINS, 2006; DÖRNYEI, 2007).The research instruments were: the students’ interaction records on application, a semi-structured individual interview and the researcher’s field notes. The results point out the relevance of the project actions and activities because they involved aspects of the students' reality and interest, increased the students’ opportunities to use the language, built affective bonds among them, encouraged their reflection and autonomy in their own learning process, as well as presented the challenges and technological, technical, and pedagogical practice limitations related to the methodology in the digital environment. The results of the product validation point out the need of some adjustments related to the text review and correction .The guide was considered relevant to support and inspire English teachers who work in different contexts to apply, think and rethink other activities besides the ones proposed on the guide.
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