Navegando por Assunto "Aprendizagem criativa"
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Item Acesso aberto (Open Access) Afrofuturismo na educação: criatividade e inovação para discutir a diversidade etnicorracial(Universidade Federal do Pará, 2020-05-27) ROCHA, Helena do Socorro Campos da; VAZ, Cristina Lúcia Dias; http://lattes.cnpq.br/5829728118120411“Afrofuturism in Education: Creativity and Innovation to discuss ethno-racial diversity” is the research theme that addresses the applicability of Afrofuturism in Education in Professor Education classes at the Federal Institute of Education, Science and Technology of Pará (IFPA) Campus Belém. The overall objective was to create innovative and creative Afrofuturist environments, methodologies and instruments to discuss ethno-racial diversity at IFPA. It uses the method of Cartography through the clues: process monitoring, attention, narrative policy and intervention research according to Passos, Kastrup and Escóssia (2015). The research narrative flows through four stories and at each passage there is an orixá who guides the character Ananse Afrofuturista in his search for creativity and innovation. In the first and second stories, Ananse was taken by Oxumarê to Cinema Namibe in Angola with the following concern: How can an Afro-Futuristic Virtual Reality environment make innovation visible in the creative making of Ethnic-racial Diversity? In the third story, Oxum, the lady of Abébé, guided Ananse to the IFPA campus Belém in search of answers to the following concern: how does CartoDiversidade promote empowerment in a creative and innovative way in dealing with ethno-racial issues through the production of teaching materials? CartoDiversidade is an active methodology based on Cartemática, coined by Vaz (2018) and aims to promote interdisciplinarity between Art and Ethnicorracial Diversity through the Afrofuturist Movement. It consists of three Letters: Letter Inspiring Principles, Letter Exercising the Look and Letter Inspiration, using the principles of Maker culture and STEAM methodology. In the third story Ananse was guided by Oxaguiã, the lord of innovation and creativity, to the inventories produced as a product of the Inspirational Letter. Ananse found that the NEAB Virtual is a resource that makes the innovation of the creative making of Ethnic Diversity visible, with the fundamental characteristics of Afrofuturism impregnated in the products exposed in the context of each specific knowledge: ancestry, technology, autonomy and a possible future. The CartoDiversidade caused interdisciplinary connections between Afrofuturism and ethno-racial diversity permeated by creativity and innovation visible in the cartocurar and cartofazer in the three cards. CartoDiversidade is configured in a powerful active methodology in dealing with ethnic-racial diversity, bringing to the fore, in this specific case, the possibility of empowering male and female students through Art with the Afrofuturist movement, making them protagonists of their learning and inserting their voices and narratives with authorial educational products. CartoDiversidade, inspired by Cartemática, can be adapted to any curricular component and its Guide is the main product of the research. It was possible to see the innovation in the making and the creative process of the students from the clues produced in the Afrofuturistic inventories that served as an instrument where the change of posture is perceived in the face of the ethno racial diversity that sprouted from the inside of each one, often hurt in the academic path. The results show with this experience that environments, methodologies and innovative Afro-Futuristic products enhance creative learning about ethno-racial diversity.Item Acesso aberto (Open Access) Aprendizagem criativa e suas condições favorecedoras em um espaço de educação não formal: uma pesquisa com monitores de biologia no Centro de Ciências e Planetário do Pará(Universidade Federal do Pará, 2019-10-17) SILVA, Kharem Cristine dos Santos; ALVES, José Moysés; http://lattes.cnpq.br/6500775506186127; https://orcid.org/0000-0003-1307-1249The present study analyzed moments of creative learning by two Biology monitors from the Science Center and Planetarium of Pará - CCPP and the favorable conditions for such learning. The study was inspired by the Theory of Subjectivity and Qualitative Epistemology proposed by González Rey. In this perspective, one of the desirable forms of learning is creative learning, characterized by the personalization of information, the confrontation with the data and the production of new ideas. For the constructive interpretative analysis of the results of this research, interviews, questionnaires, sentence supplements, informal conversations and observations of the moments of presentation to the public in the biology spaces at the CCPP were used. Motivated to communicate effectively with the public, the monitors creatively learned about the scientific content they needed to communicate (accessing various sources and interacting with colleagues) and to contextualize the content in various ways (with films, themes from the daily lives of visitors, stories from the science, objects available in spaces, subjects from other areas of science). The favorable conditions for the creative learning of the monitors included subjective productions constituted in the social spaces in which they participated, throughout their life trajectories and others produced in the social space of the CCPP, based on institutional values and interaction with visitors, who participated in the subjective (re) configuration of their teaching actions.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) 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) LIVRO-OBJETO: uma jornada criativa de Dom Quixote no uso de gêneros discursivos em espanhol(Universidade Federal do Pará, 2021-08-05) MONTEIRO, Letícia Ribeiro; VAZ, Cristina Lúcia Dias; http://lattes.cnpq.br/5829728118120411Encounters, affections, experience, and creativity, through the Spanish language, mark the beginning of a great adventure. In this narrative, Don Quixote, icon of world literature, embarks on a cartographic journey called: "Book-object: Don Quixote creative journey in the use of discursive genres in Spanish". In this journey, the illustrious nobleman seeks a creative experience to answer a question: would a book-object be a creative learning strategy in discursive genres through the Spanish language? To this end, he seeks not only answers but to enjoy the process through experience, in the sense of Larrosa (2014). Therefore, the cartographer Don Quixote creates a series of poetic entries and a fantastic tale, both in Spanish, and turns them respectively into a creative dictionary and object-book. Through cartographic methodology, we seek to follow the process in which the protagonist is inserted. Moreover, with his logbook, he has an attentive look and intervening actions, through his own narrative of his creative journey. These are the so-called clues of the cartographic method, according to Passos; Kastrup; Escóssia (2009), which will guide the investigative path, not to reach an end, but to experience the transformative experience of the process. Therefore, his assignments called "Beginning of a creative journey", "The journey towards the creative dictionary", and "The journey towards the book-object ", are cartographies of his active and creative learning in discursive genres through the Spanish foreign language. This process led to the production of two products: the first, a dictionary composed of 25 entries, illustrated with 25 works of art, and the second, a book-object, materialized from an authorial tale. It is also a reflection on active learning and being at the center of a learning process, according to Paulo Freire (1987), with the feeling of "making life worthwhile", according to Mihaly Csikszentmihalyi in Pascale (2005) and Donald Woods Winnicott (1975), which corroborates with Ivanir Fazenda's (2008) interdisciplinarity, besides discursive genres in Mikhailovitch Bakhtin's (1997) perspective. The cartographic investigation motivates, provokes affections and unforgettable experiences in those who participate, generating an authorial and motivating production. This motivation, burning in the chest of a foreign language learner, through discursive genres, art and creativity, provokes the feeling of living creatively.