Navegando por Assunto "Cyberculture"
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Item Acesso aberto (Open Access) Cibercultura e ensino de ciências: questões contextuais a partir da disciplina Tecnologia da Informação e Comunicação (tics) no curso de educação do campo ênfase, em ciências da natureza(Universidade Federal Rural do Rio de Janeiro, 2019-12) CORDEIRO, Leonardo Zenha; CORREA, Juliane; FORMIGOSA, Marcos MarquesThe text approaches the teaching of science, taking as reference the social and technical changes from the reality of the students of the Course of Field Education (emphasis in Nature Sciences), understanding the cyberculture as one of the fundamental elements to think about teaching and its changes in the current period. The proposal is part of a reflection based on the subject of Information and Communication Technology (ICTS), having as background the implications of these in the teaching of science, one of the disciplines that graduates of this course can act. The text seeks to make explicit conceptual and contextual elements in this field of study, cyberculture and science teaching present in the field education, in face of daily living in and outside the classroom, especially in the undergraduate course in Field Education, which is underway in the region of the Transamazônica highway and Xingu River, west of the state of Pará.The reflections point to the non-separation of school time and community time in the learning processes as an innovative element that is enhanced through the use of ICTs.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) Dos rios à tela de cristal líquido: o retorno do mito e a arquitetura da cultura convergente em League of Legends(Universidade do Vale do Rio dos Sinos, 2015-08) MACEDO, Tarcízio Pereira; AMARAL FILHO, OtacílioThis paper seeks to weave an analysis about the online game known as League of Legends, understanding it as a contemporary cultural product and a transmedia world, with the possibility of tracing a path of competitive games, often taken with a predominance of competition (agôn), as vectors of a meaningful narrative. In this sense, we try to identify some phenomena of the so-called convergent architecture culture in the game from the creation of a skin based on Amazon Iara. Thus, we present the history, the functioning and the relationships that the game and its transmidiatic products have with the global consumer culture, as well as their strategies in order to attract consumers to a virtual environment, promoting participatory culture, the reframing and the return of the myth in contemporary societies.