Navegando por Assunto "STEAM methodology"
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Dissertação 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.Dissertação Acesso aberto (Open Access) O uso do micro: bit como ferramenta educacional para promoção do pensamento e do letramento computacional a partir da PBL(Universidade Federal do Pará, 2021-11-12) ALBUQUERQUE, Márcia Cristina Palheta; FONSECA, Wellington da Silva; http://lattes.cnpq.br/5066230825214516; https://orcid.org/0000-0002-2602-1964The changing scenario in education has materialized with the accelerated advance in the use of technological resources in schools. Several methodologies with different approaches that help teaching and learning in the classroom have been increasingly studied, such as the use of Educational Robotics (ER) and the use of microcontrollers. Given the scenario described, the guiding question of this research is based on: How ER can generate improvements in the teaching-learning of students through PBL and the STEAM methodology? Therefore, this work presents results from the use of an educational technological tool through the BBC Micro: bit platform, aiming to provide students with a way to engage, motivate and promote thinking and computer literacy. Project-Based Learning (PBL) and the STEAM methodology (Science, Technology, Engineering, Arts, Mathematics) were used in this research. Based on the projects developed using Micro: bit, a short course was applied to students in the first year of the Technician course in Informatics – high school – at the School of Technical Education of the State of Pará “Dr. Celso Malcher”. During the short course, the preliminary version of the educational product resulting from this research was used, which consists of a book in digital format based on the foundations of the Brazilian Educational Curriculum, and containing the proposed activities and directing links (websites, QR code) to the complementary videos referring to each activity. This research is of a qualitative case study type. Data were obtained through the students' answers collected in questionnaires before and after the application of the short course, in addition to the records in the researcher teacher's logbook. The results obtained were analyzed descriptively in the light of the theoretical framework relevant to the topic. With that, from the analyzed results, it was observed that the Micro: bit can be used as an educational tool to teach the contents seen in the classroom, mainly when using the PBL and the STEAM methodology in an integrated way. Students were able to develop projects with the platform, constituting an educational tool that stimulates and motivates creativity, which can contribute to the insertion of thinking and computer literacy, as well as to streamline learning. Therefore, it is observed that research in ER, through the use of BBC Micro: bit, presents an important contribution to studies on digital educational tools aimed at teaching and learning students.
