Navegando por Assunto "Ludicity"
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Item Acesso aberto (Open Access) O desenho animado e o encanto do herói na TV(Universidade Federal do Pará, 2013-04) SANTOS FILHO, Alexandre Silva dosPlaying with animated cartoons is quite revealing. They allow the child to play a role in the relationship and interaction process, affecting thus the ludic meaning. The aim is to reflect on the role of the child’s graphic representation as the mediating factor in ludic behaviour. Therefore, this paper also discusses the meaning of the graphic toy in the lives of children, especially when influenced by hero characters from animated cartoons. It also attempts to bring important concepts together, such as: liminal and liminoid, which characterise the ludic behaviour between art and child’s play; ludicity as an element of consequential nature; entertainment – sensitive and free; and imagination mechanisms. This reflection is based on the image references of animated cartoon series broadcast on Brazilian television. Finally, it will be said that playing with graphic forms of hero characters promotes relationship capacity and interaction with other childrenItem Acesso aberto (Open Access) Jogos didáticos para o ensino de ciências ambientais na educação básica(Universidade Federal do Pará, 2024-03-07) RODRIGUES, Zelinda Duarte; RIBEIRO, Karla Tereza Silva; http://lattes.cnpq.br/2654817572738748Given the precarious state of the basic sanitation system regarding the quality of water for human consumption, this study aimed to contribute through the application of educational games, focusing on Environmental Sciences themes, to the teaching and learning process of 5th-grade students in the early grades of Elementary School, in public schools in the municipality of São Sebastião da Boa Vista – Pará (SSBV-PA). We utilized a questionnaire as a data collection instrument, consisting of both objective and subjective questions, which was administered to teachers. This field research employed a quantitative-qualitative approach, involving the development of a Didactic Sequence and the creation of an "Ecological Chest" containing four games. These games were qualitatively evaluated and received positive acceptance from the judges. The research results with educators indicated that environmental and social themes are prevalent in school documents, highlighting the need for training in Agenda 2030 themes and the Sustainable Development Goals (SDGs). Educators employ various methodological strategies and recognize the importance of educational games. During the game application phase in schools, there was noticeable interest, dedication, and attention from the students. Thus, this study aimed to provide benefits such as the implementation of educational strategies and didactic products, contributing to teachers' practices, introducing a new effective and facilitating methodological tool in the teaching and learning process, as well as promoting the formation of values and attitudes. Therefore, we consider that the objectives of this work were achieved, as we emphasized topics related to Environmental Sciences, with a focus on Water, using a Didactic Sequence and Educational Games, adopting an interdisciplinary and playful approach, thus contributing to the teaching-learning process."