Navegando por Assunto "Cartography method"
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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.