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FRANCISCA MOREIRA DE SOUSA VARANDA
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#BORAPROCURAR: conjunto de cartas didáticas para auxiliar no desenvolvimento de habilidades para busca informacional em bibliotecas universitárias
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Data: Aug 25, 2022
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This dissertation demanded the development of the educational product “#boraprocurar: a deck of didactic cards for informational search at university libraries”, aiming to answer the following guiding question: “How to assist users in the development of skills for informational search in catalogs and collections of university libraries?”. This answer is linked to the achievement of the main goal outlined, which is to assist in the development of skills for informational search in catalogs and collections of university libraries, with the help of a deck of didactic cards divided into phases, having as reference the context of the Central Library of the Federal University of Pará (BC/UFPA). In the theoretical reference, we discussed the informational skills at libraries, highlighting, especially, the university library, and we described the locus of the research, the BC/UFPA. In order to characterize the public to which the educational product is intended, we brought data from the V National Survey of Socioeconomic and Cultural Profile of Undergraduate Students of Federal Institutions of Higher Education of the National Association of Directors of Federal Institutions of Higher Education (ANDIFES). The methodological procedures used were based on applied research, through a qualitative approach, divided into three phases. The first phase refers to contextual, bibliographic and documentary research, with the mapping of the libraries of the 14 largest universities in Brazil in numbers of students enrolled in the graduation, focusing on the users’ instructional materials of education. The next phase is inherent to exploratory research with observation of the informational search flow of BC/UFPA users and data collection with students from UFPA. Finally, the third phase concerns the survey of products and studies similar to the one proposed in this dissertation. For the development of the educational product, we established the following work stages: contextual research, design and elaboration of the deck of didactic cards, and product validation. This process resulted in the elaboration of the educational product, from its prototype to its final version, with a test carried out with students from UFPA. It is possible to affirm that the main objective has been reached, a fact attested by the positive answer to the guiding question of the study, which aimed to contributing to the continuous process of developing informational skills and learning of library users.
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MARILIA NAVEGANTE PINHEIRO
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SENTIR E PENSAR A PERFORMANCE – PERFORMAR O PENSAMENTO: diário e sequência de orientações para aprender a aprender a partir da Performance
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Data: Aug 24, 2022
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I sewed the path of this research directly relating it to my memories as a student, teacher, performer and researcher. In this dissertation I expose the development of an educational process which consists of a sequence of systematized performance guidelines, which are contained in the materiality of a diary intended for the teaching public in the scope of Higher Education. I also expose fragments of clipping made between the years 2014 to 2018, which deals with the presentation, respectively, of actions entitled: Destroy this Diary (2014); Stoning (2015); XVIII Arte na Escola Cidadã Award (2017); Aulas Performáticas (2018), subsidies that led me to develop a succession of ideas and that inspired the proposal for an educational product. Thus, the general objective of the research was to present a sequence of performances, actions organized with the intention of triggering experiences through instructions that enhance learning processes in formative contexts. Involved with the research line Creativity and Innovation in Educational Products and Processes (CIPPE), this research also aimed to highlight the development of the product, starting methodologically from the presentation of traces of performances, records of memories that aim to expand the notion of performance, learning processes , of experiences with the body, as well as articulating and developing, in addition to reflections, sensitizing practices for training and/or training contexts. Thus, the sequence of performative propositions, actions that are organized to trigger experiences through poetic instructions, were assembled within the materiality named: Todos Somos Performers. These propositions are systematized orientations of performative actions and/or performances which can be experienced, lived and/or felt in the body in different ways. I resorted to the biographical method with the perspective of justifying a process of personal awareness in the midst of the actions and experiences that I consider formative (NÓVOA; FINGER, 2014), integrating them with the theoretical and methodological perspectives of qualitative research and the montage method (HUBERMAN, 2016) in their daily rituals in order to answer the question: how to constitute and develop an action that triggers teaching and learning experiences in formative processes, based on performance? Subdivided into four chapters plus final considerations, it sought to reflect the concept of experience (LARROSA, 2011) in the course of writing as a point of great emphasis to rethink, perform thoughts, practices, knowledge in formative processes that culminate in transformative and self-formative paths. Since this process sparks several possibilities that start from self-knowledge to experiments with the other in symbolic, aesthetic, sensorial, communicative actions. What is proposed with the experiment range from ordinary everyday behaviors such as walking, talking, touching, looking, to the development of other performances that ritualize actions different from everyday life, as they are thoughts in/with action (SCHECHNER, 2012) in its complexity of assembly and disassembly in a process of unfinished gestures (SALLES, 2011) and construction of other possible knowledge.
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JOSE HENRIQUE SANTOS SILVA
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PROGRAMA DE ESTÁGIO EXTRACURRICULAR TEÓRICO-PRÁTICO INTERDISCIPLINAR DE INICIAÇÃO EM ONCOLOGIA
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Data: Aug 18, 2022
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From the identification of existing gaps in early learning stages of Health professionals to act upon the field of Oncology, this research sought to respond the focus question “How to assist in the training of undergraduates in the area of Health and sensitize them to work in the promotion, prevention, treatment, rehabilitation and palliation in oncology from an interdisciplinary perspective?”. To do so, the general objective was to “Structure an extracurricular internship program in Oncology for undergraduate students of courses in the area of Health in a theoretical-practical and interdisciplinary format of initiation in Oncology, based on the assumptions of active teaching-learning methodologies and interdisciplinary action”. This program was developed at the Instituição Oncológica do Brasil, a cancer research and treatment center located in Belém, Pará. Based on action research, the methodological path was divided into four phases: (i) carrying out a bibliographical survey; (ii) construction of the action plan; (iii) implementation of a pilot program; and (iv) follow-up of the investigation-action cycle. As an educational product resulting from the research, the “Guia didático: Programa de Estágio Extracurricular Teórico-Prático Interdisciplinar de Iniciação em Oncologia” was prepared, describing the structure of the Program (curricular organization, selection process, use of active teaching-learning strategies, evaluation process and others). The results obtained from the study also made it possible to verify the improvement in the training of undergraduates in the area of Health in terms of knowledge of Oncology subjects, which are scarcely addressed in the curricula of undergraduate courses. Because the Program is divided into axes (Teaching, Research and Extension), it provides a broader experience for the undergraduate student and the possibility of greater insertion in the Oncology specialty, expanding the vision of care and assistance in general. The division of the theoretical content into modules and the use of clinical cases makes teaching more focused on practical issues, related to the problems faced in the daily life of interdisciplinary assistance, providing the development of skills and competences for a differentiated support. Therefore, from the analysis of this experience, we believe that this developed product can favor and serve as an inspiration for the implementation of extracurricular internship programs in several other realities, whether or not in the area of Oncology – provided that the necessary adaptations are made and that the pedagogical proposals are similar.
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MONICA DE SOUZA FIGUEIREDO
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RECURSOS METODOLÓGICOS PARA GESTÃO DO RELACIONAMENTO COM EGRESSAS(OS) DA PÓS-GRADUAÇÃO NA UNIVERSIDADE FEDERAL DO PARÁ
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Data: Aug 8, 2022
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The relationship between the alumni of postgraduate has become an emerging theme, stimulated, among other factors, by the valorization of indicators of social impact in national and international evaluations of higher education. This research presents the following guiding question: How to assist the coordinators and secretaries of the postgraduate programs from the Federal University of Pará (UFPA) to enhance the management actions of the relationship between the alumni students and their associated programs? To propose a solution to this questioning, the research aimed at developing methodological resources to assist in the relationship management with the alumni students from the postgraduate programs of UFPA. The theoretical background was based on the study of the history and the management of postgraduate programs in Brazil, as well as the scenario of postgraduate programs at UFPA. Another theoretical basis were the studies about the alumni students, specially referring to the relation between the alumni postgraduate students and their programs, and how this relationship can be fostered since the entrance period. From this discussion, it is proposed an initial conception from the term “alumni students’ relationship management”. In the same way, a survey about how UFPA currently holds the relationship management with the alumni students was carried out. In this diagnostic, it was clarified that the postgraduate programs are a complex scenario, and that the alumni students’ relationship management have been highlighted in the discussions about the management and the assessment of the postgraduate programs in Brazil, although the theme is incipient. Therefore, it is proposed two educational products composed by a set of methodological resources directed to coordinators and secretaries of postgraduate programs (as the first target audience of the research), for it to be used in the administrative, academic, and relationship management among the students (future alumni students) and alumni students. The methodological approach adopted was composed by bibliographical and documental research, state-of-the-art, the target audience profile survey, and a survey containing the information about the relationship with the alumni students in the reports of Coleta CAPES 2020 of the postgraduate programs of UFPA. The validation/co-creation of the product was realized through six sections, with groups of two or three participants each, totalizing 15 collaborators, who discussed all the educational product’s components. For the development of the methodological resources that compose the product, it was established four timeframes: the entrance, the middle way, the conclusion, and the alumni. As a result, it was elaborated a methodological matrix, with assessment criteria for each timeframe, that can be used by postgraduate programs for the relationship management with their students and alumni students. As a proposal for the matrix application, it is indicated the use of graphics as the “wheel of life” type, in which it is summarized the evaluative aspects and allows a diagnosis for the program and a self-evaluation to the student/alumni student. The second product is a strategies catalogue to the relationship management with the alumni students, with guidelines for actions to the creation and maintenance of relation with the alumni students. For a better diagnosis and selection of strategies to be applied, it is attached to the product a perception graphic of the relationship with the alumni students. It is expected this product to be an aggregator component for the postgraduate programs and to foster the collaborative and integrated work of management between coordinators and secretaries of postgraduate programs.
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LEIDIANE RODRIGUES E RODRIGUES
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NO CAMINHO DAS NOVAS DCNs: Diagrama sobre os elementos constitutivos dos PPCs de Engenharia
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Data: Aug 5, 2022
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This research aimed at developing a guiding diagram about the elements that might constitute The Courses Pedagogical Projects (PPCs) of Engineering based on the new National Curriculum Guidelines (DCNs). The diagram corresponds to an educational product, in which derives and complements another two sub-products, entitled “Script to the analysis of PPC to the Engineering Courses” and “Synthesis instrument of analysis and evaluation of a PPC”, both directed to the analysis and evaluation of PPCs. Through this product, it was sought to contribute to Engineering Courses, mainly for the understanding of the new DCNs, which advocate many changes in the teaching-learning context and in the profile of the future engineers. From the referred guidelines and the theoretical framework studied, in this research, the PPC is understood as a key document to direct the implementation of what is envisaged in the DCNs. This research is of an applied nature, and it was conducted from a qualitative approach and exploratory feature. Among the methodological procedures adopted are: bibliographic research; documentary research; observations and informal conversations at CCNT/UEPA during our experience as a servant of the institution and also as a researcher, during the mandatory supervised internship of PPGCIMES; fundamental development of mental maps for the prototyping of the educational product; experts panel to evaluate the educational product and its sub-products. Considering the implication in the locus of the research, the CCNT/UEPA, we highlight the importance of carrying out a diagnosis about the locus of the research, which made it possible to analyze the PPCs of the four Engineering Courses of the institution, as well as to identify if these courses were already meeting the demands of the new DCNs. We could also identify the main characteristics of the CCNT/UEPA, understand its teaching policy, and the challenges and resistance inherent to an intervention process in the teaching-learning context of the courses. As results achieved, and also as contributions, we emphasize the methodological experimental construction that has based the educational product development, the situational diagnosis of the PPCs from CCNT of UEPA and the contributions of this diagnosis to the initial testing of the product and the sub-products, and also the evaluation of the experts from the panel, who besides highlighting points of correction and improvements, emphasized the potentiality of the materials created to meet the new DCNs, covering the constitutive elements of the Engineering PPCs, promoting the adequacy process of the Courses to the new DCNs. Based on the above considerations, our intention is that the product becomes a working instrument for the coordinators and professors of the Engineering Courses of the CCNT and from other interested institutions, as well as potentializes our professional performance at UEPA, immediately returning the investment undertaken in our academic qualification.
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MAYAVE CAROLINA DA SILVA RIBEIRO
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NEWSGAME APLICADO AO ENSINO DE JORNALISMO: UMA PROPOSTA DE GUIA INFORMATIVO PARA DOCENTES
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Data: Aug 5, 2022
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The product, called Start Game, was developed as a proposal for an informative guide about Newsgame for Journalism teachers. The informative guide was hosted in a free virtual environment that converges multimidia didactic materials and presents Newsgames as a teaching-learning tool. The study that originated the product was due to personal experiences lived in the classroom by this author and, from questions about the teaching of the disciplines of the Journalism course, the inspiration for the research emerged. From such inquietudes, the research on how the pedagogical curricula are used in the courses brought information that indicated that, as time went by, the National Curricular Guidelines, which govern the pedagogical curricula, prioritize an increasingly balanced involvement of theoretical and practical class, that is, students should be offered both theoretical and humanistic supporte, as well as support focused on the professional daily routine. As the research continued, the Newsgames (games based on news and real events) were found, by studying their structure and how they are developed, and an opportunity was seen to present to Journalism course teachers a teaching approach based on this type of game. Thus, the study intended to develop a product that indicates how Journalism teachers can use Newsgames as a strategic tool for teaching journalism, so that the product fits as an initiation artifact to the theme, reinforcing the potential of Newsgames for meaningful teaching. To this and, the study presents characteristics of Newsgames that qualify them as didactic resource that promotes meaningful teaching, make it more attractive to students, as well as the enrichment of teaching activities through gamification, which enables the engagement and protagonism of students in their learning process. Thus, a final product was developed in the format of an informative guide for Journalism teachers, called Start Game.
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LAYANE AVIZ DOS REIS
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DAS TELAS PARA AS NARRATIVAS TRANSMIDIÁTICAS: UMA PROPOSTA PARA ENSINO DE LÍNGUA ESPANHOLA NA CIBERCULTURA
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Data: Jul 29, 2022
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Esta disertación aborda reflexiones sobre la enseñanza de la Lengua Española en la Cibercultura, que se fundamentaron con una propuesta de enseñanza de en lengua española durante el curso titulado Frida Kahlo: de las pantallas a las narrativas transmedia, ubicándose en el área de Docencia, en la línea de investigación Innovaciones Metodológicas en la Educación Superior (INOVAMES), del Posgrado Creatividad e Innovaciones en Metodologías de la Educación Superior (PPGCIMES). En este trabajo de perspectiva metodológica narrativa (PRADO, SOLIGO, SIMAS, 2021) en tres dimensiones y perspectiva: En primer lugar en el texto disertativo, a través de la construcción de una narrativa creativa, Frida Kahlo es enviada al siglo XXI y se encuentra con una joven profesora-investigadora frente a la siguiente pregunta: ¿En qué aspectos, las actividades que involucran la cibercultura y la enseñanza de la lengua contribuyen al desarrollo profesional de los futuros profesores de Lengua Española desde una propuesta creativa de formación en cibercultura? En segundo lugar, se construye un curso a través de la metodología narrativa trayendo a Frida Kahlo, Pierre Lévy, Pablo Neruda, Jorge Luis Borges, Gabriel García Marques como personajes que compondrán la segunda dimensión de la narrativa creativa que se consolida en la construcción del curso Frida Kahlo: de las pantallas a las narrativas transmedia. Por último, en la tercera dimensión de la narrativa, con la contribución teórica de Paulino y María (2010), Cosson (2016), Soares (2017), Costa y Moraes (2014), Lubart (2007), Barbosa (2014), Lévy (2000), Debald (2020), Geraldi (1996), Bajtín (1993), entre otros. En conclusión, en la tercera dimensión de la narrativa, el investigador se encuentra con otros estudiantes y profesores en formación y a través de la puesta en común de sus narrativas indaga y narra los procesos formativos de los profesores, lo que contribuye a la consolidación del curso basado en la creatividad, la innovación, la cibercultura y la enseñanza de lenguas extranjeras.
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THALITA MONTENEGRO DE ANDRADE
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GUIA ORIENTADOR SOMIA21: proposta didática para atividade curricular Educação Especial/Inclusiva, de criação de app inclusivo e potencializador da Tríade Funcional da Aprendizagem ao público Síndrome de Down
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Data: Jul 28, 2022
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Systematic education is an exchange and therefore needs both the teacher and the student. Invest in the preparation of teacher training, and should therefore be aimed at serving a heterogeneous classroom, especially the Pedagogue who will work with the Special Education modality. Among the types of students with disabilities, the target audience of Special Education, Down Syndrome, which is part of the Intellectual Disability group, caught our attention because it is little discussed, and requires specific skills from the teacher for actions aimed at to the school inclusion of this public, for this didactic actions carried out by teachers of initial training courses can be important to have differentiated future teachers. The study/product aims to produce a digital guide as a didactic proposal for a Special/Inclusive Education curricular activity, to create an inclusive app that enhances the Functional Triad of Learning for the Down Syndrome public. The product is a digital guide called Guidance guide Somia21: What do you need to know to develop an application that enhances the Learning Functional Triad of students with Down Syndrome?. The product brings concepts about Down Syndrome, barriers faced by this audience, concepts about the Functional Triad of Learning, tips for the development of inclusive applications and avatars, in addition to presenting an example of an application (by-product) and a identification of the Learning Functional Triad that can be used in situations of use of a thematic educational game using an app with students with Down Syndrome. The theory was based on the debate on the Functional Triad of Learning (FONSECA, 2014; MAIA, 2011) and the use of inclusive digital technologies (SALTON; AGNOL; TURCATTI, 2017; CNE/CEB, 2009) for the Down Syndrome (DSM) public -5, 2014). As a way of achieving the objectives, the methodology chosen was qualitative and applied research. The semi-structured questionnaire and systematic and unsystematic observation were used as a technique and the form in Google Forms, the registration form and application, evaluation and validation notes of the Guide were used as instruments. The subjects of the research were students with Down Syndrome in the 6th year of Elementary School and teachers of the curricular activity Special/Inclusive Education of Higher Education. The results show that participants with Down Syndrome were able to enhance the Functional Triad of Learning from the educational game in app format and the teachers of the Special/Inclusive Education curricular activity considered the Guide a great tool that serves teachers and future teachers to learn to develop an inclusive app with potential for the Functional Triad of Learning for the Down Syndrome public. It is concluded that the digital guide proved to be relevant for use by teachers in the classroom, thus enhancing the initial training of undergraduate students, in particular, of Pedagogy in inclusive practice.
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CAMILLA DIAS DE FREITAS
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TELELIBRAS: FERRAMENTA DE ANCORAGEM DOS PARÂMETROS FORMACIONAIS DA LIBRAS PARA ALUNOS DE LICENCIATURAS
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Data: Jul 28, 2022
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It is essential to know the parameters of sign languages for good signaling, for this reason the theme is recurrently mentioned in the curricular menus of the Libras discipline, mandatory in Licentiate courses in all Brazilian Universities. Occurs that not all students who have an initial contact with the subject can develop the correct signaling of the signs, mostly because they do not understand the attributes of the Libras Parameters. In this case, there is a need for cognitive reinforcement that help them to organize their learning in a meaningful way. This is the objective of TeleLibras, to be an anchoring tool for meaningful learning of the training parameters of Libras for undergraduate students. The process takes through a digital platform, with audiovisual materials and activities for students with the contents of the Libras Parameters. Designed to achieve the premise of contemporary education, TeleLibras is based on the postulates of the Theory of Meaningful Learning by David Paul Ausubel (1968), which establishes the concept of anchoring as a phenomenon in which new information is anchored to information that already exists in the learner's cognitive structure, generating a totally new concept, or, expanded on something already known. The scientific studies that supported the theoretical contribution of this work are authored by Soares (2014), Stokoe (1960), Karnopp (2008), Choi et al (2011), Benassi, Duarte, Padilha (2012) and Ausubel (1968) . The research methodology was through the qualitative approach of the documentary and applied type. The technique of applying a semi-structured questionnaire was used. The participants of the applied research were students of the Degree in Chemistry at UFPA, who had finished the course Libras as a curricular component. The final validation was carried out by 5 Libras teachers from public and private universities. The result showed that TeleLibras is an important tool for the teaching and meaningful learning process, and can be used by teachers and students as support and anchoring of the parameter content of Libras.
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MARCELE PAMPLONA CARNEIRO
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UNA: Jogo de cartas para o ensino-aprendizagem de referenciais do Design Moderno
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Data: Jul 27, 2022
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This dissertation presents the building process of an educational product entitled UNA, which consists of a card game for the teaching and learning of Modern Design references. In this regard, it started from the following focus issue: How to enhance the teaching-learning of important references of Modern Design, through the creation of a card game that stimulates the qualification among Design students? Therefore, the general objective was to develop a modified card game that presented Modern Design references, as well as assisted undergraduate students of this area to develop a visual repertoire for future creations/applications. Hence, UNA was created from adaptations of the original UNO®️ card game. In addition to it, a website was developed on the WIX®️ platform that provides access to content related to the Bauhaus for game users, a pilot theme chosen in this first version, which is based on the selection of images contained in the game's cards. The dissertation is divided into five chapters defined as it follows: (1) Pillars of Modern Design; (2) Teaching-learning and games; (3) Clues for the construction of the educational product; (4) Research Paths; and (5) The Educational Product. The theoretical framework that permeated the construction of the adapted game and its developments in the virtual environment was based on the texts written by Freire (1968); Malusa (2002); Gomes (2019); Kapp (2012); Kishimoto (2017) and Kaplún (2003), as well as theoretical and historical references about the Bauhaus School, with emphasis on the writings of Gullar (1998), Argan (1992), Droste (2006) and Gombrich (1999). As results achieved, we present a reflection on the use of the game in the classroom, as another methodological contribution tool that promotes students’ learning, in a playful way, and we provide a product that is a pilot card game, the UNA, available for appropriation in formal and informal learning environments, with the possibility of inserting other themes related to Design.
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ADRIANA MARIA GOMES DO NASCIMENTO
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O USO DE PRINCÍPIOS DAS METODOLOGIAS ATIVAS EM OFICINA DE FORMAÇÃO CONTINUADA E INTEGRAÇÃO DE EQUIPES SOCIOPSICOPEDAGÓGICAS DA ASSISTÊNCIA ESTUDANTIL DAS IFES
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Data: Jul 25, 2022
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This dissertation reports a professional master's research in the area of Teaching. It is composed by a theoretical-methodological part that guides the research and the other discusses the proposal of the study that we developed and resulted in the educational product, proposal for the structure of a continuing education workshop for the sociopsychopedagogical team of student assistance. The general objective of the study was the development of a creative and innovative educational instrument that could foster the process of continuous and integrated training of social workers, psychologists and pedagogues who are part of sociopsychopedagogical teams, who work in student assistance at federal institutions of higher education. The proposal arose from preliminary bibliographic studies that found the lack of materials and guidelines that could contribute to the orientation of the work carried out by the sociopsychopedagogical teams, since it is still considered a relatively new area of activity. For this purpose, the main conceptual axes used were: principles of active methodologies; educational instruments and technologies; meaningful learning; continuing education and integration; creativity and; innovation. The product proposal consisted of carrying out a workshop with a multidisciplinary team that works at the Student Assistance Superintendence - SAEST of the Federal University of Pará - UFPA. In the methodology, the research site and the resources needed to carry out the workshop were detailed, which was carried out in a remote format, so that it could meet both the norms of social isolation due to the New Coronavirus pandemic and facilitate the participation of professionals that work in Student Assistance on the UFPA campuses, which are located in the interior of Pará. Each hour of 30 hours was divided into: asynchronous activities and three synchronous meetings. The workshop, based on the principles of active methodologies, enabled professional reflection in a teaching-learning context, where it can be negotiated and discussed dialogically among the senses, arguments, positions, thoughts, which contribute to the process of personal construction and interpersonal of the team, based on the multiplicity of versions on the themes addressed chosen by the participants themselves. Although this educational product cannot solve all the training and integration problems of socio-psycho-pedagogical teams on its own, it proved itself capable, during the pilot test, of contributing to the teaching-learning process, in the construction and in the strengthening of knowledge, through reflections on professional practices and which roles currently circumscribe Student Assistance. It should be noted that the product has the potential for germination and can be applied to other training contexts that have objectives similar to those indicated in this study, provided that the necessary adaptations are made.
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ELIENE BOTELHO MONTEIRO
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OFICINA DE CURADORIA DE APLICATIVOS PARA O ENSINO DE LÍNGUAS ESTRANGEIRAS
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Data: Jul 19, 2022
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This research entitled Applications curation workshop for the teaching of foreign languages consisted in the development of an educational product resulting from a workshop given to undergraduate students in English Language and Literature from Faculdade de Letras Estrangeiras Modernas (FALEM), at Federal University of Pará (UFPA) – Belém campus, studying the subject Technologies in the Teaching/Learning of Foreign Languages. The Workshop consisted of six stages, which were later validated by a Panel of Experts. This Panel comprised two teachers trained in the area of teaching and learning English, training teachers of English and technologies in teaching and learning in the target language. The research was based on studies of digital curation in the educational context (NESBIT, BELFER, LEACOCK, 2009; CORRÊA, BERTOCCHI, 2012; RAMOS, 2012; SILVA, 2012; CASTILHO, 2015; DESCHAINE, SHARMA, 2015; among others); technologies in the teaching and learning of foreign languages, citing the works of Gardner and Davis (2014), Chen (2016), Nunes e Bergmann (2019), Araújo (2020), Al-Sarf (2020), Scheifer and Rego (2020), Policarpo, Nunes e Bergmann (2020), among other authors; and in digital competences from the recommendations of the Council of the European Union (2018), specifically, the competences arising from The European Framework for Digital Competence of Educators (DIGCOMPEDU), prepared by Redeker and Punie (2017). T o analyze the data generated from the educational product, qualitative and quantitative approaches were used, following the principles of action research. The results reveal that it is possible to use applications that were not designed for educational purposes from theoretical-practical discussions on the themes of curation of digital educational resources, mobile learning, and authentic material, followed by an application evaluation matrix and planning of activities classes. Furthermore, the results also point to the need to expand reflective and critical discussions for the selection and evaluation process of curatorship of digital educational resources in initial foreign languages training courses.
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FRANCO DE MIRANDA SERIO NETO
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A ARTE DE PROGRAMAR: UM ENCONTRO CRIATIVO E INOVADOR ENTRE A PROGRAMAÇÃO CIENTÍFICA E A ARTE COMPUTACIONAL
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Data: Jul 18, 2022
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The 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.
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RINALDO DE SOUZA MESCOUTO FILHO
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MÉTODO PLAN – MAPPING, WRITING, LEARNING: UMA PROPOSTA DE ENSINO DE GÊNEROS ACADÊMICOS ESCRITOS PARA ALUNOS DE LETRAS-LÍNGUA INGLESA
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Data: Jul 12, 2022
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Writing is a challenging and fundamental practice in the university context that must be part of the repertoire of students and researchers. This challenge becomes greater when writing in a foreign language, as is the case of undergraduate students in English Language and Literature at the Federal University of Pará (UFPA), campus Belém. If written production in English plays an important role in the growth of the university in general, for students in this area of concentration it is an essential practice that demands knowledge of both the English language and the social practices permeated by writing in the academic context (BARTON; HAMILTON, 2000; BARTON, 1994; GEE, 2008; LEA; STREET, 2006; STREET, 2014, 2010). Given this, this thesis aims to propose a method of teaching academic writing, called PLAN - Mapping, Writing, Learning, focusing on the genres summary and review, and with the use of mind maps. The proposed activities were based, in addition to the literacies theories, on the movements and steps suggested in the socio-rhetorical theories of discourse genres (BAZERMAN, 2005, 2006; BHATIA, 1993; MILLER, 1984; SWALES, 1990). The PLAN method seeks to assist students in the development of academic writing and literacy as well as providing opportunities to identify genre characteristics and rhetorical organization, organize ideas to start the writing process, and use the specific vocabulary and style of academic texts in English. An interactive e-book was created to encompass the activities of the PLAN containing links to videos, websites, and applications to assist students in their learning. The PLAN method and the interactive e-book were validated by an Expert Panel, which gave a favorable opinion, considering the material as a creative and quality educational process and product. The implementation of this method can stimulate the discussion of the processes that involve the development of academic writing and facilitate the understanding of the functions of academic genres in the university.
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ANA PAULA VIANA DIAS CRUZ
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TELL ME A STORY!: JOGO DE CARTAS DIGITAIS PARA O DESENVOLVIMENTO DA COMUNICAÇÃO ORAL EM LÍNGUA INGLESA NO ENSINO SUPERIOR
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Data: May 26, 2022
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This thesis aims to develop the game Tell me a story! as the Professional Master's project in Teaching in Creativity and Innovation in Higher Education Methodologies Graduate Program at Federal University of Pará (UFPA). This digital game is a resource that aims to foster oral communication of either English students from English Language and Literature Courses or other educational contexts, such as basic education. The research has its methodological foundation in Design Thinking approach (CAVALCANTI; FILATRO, 2016) and Game Design approach (ROLLING; ADAMS, 2003; MITGUTSCH; ALVARADO, 2012; SCHELL, 2015) and it presents a qualitative, exploratory and descriptive approach. It was carried out in the Língua Inglesa II course, in the English Language and Literature Course at Federal University of Pará, Belém campus, during remote teaching format. The research participants were 20 (twenty) students, of which only 3 (three) of them completed all the stages of the game development. The educational product (game) was validated by a Panel of Experts, which was composed of two invited experts on instructional material development for virtual learning environments and on English Language Learning and Teaching. Each of them has experience in one of the fields applied in this study as the validation criteria. From the testing and validation stages, Tell me a story! showed to decrease language communication tension due to its playful features; it fostered vocabulary related to everyday life, thus encouraging students to communicate orally about familiar subjects; it promoted the interaction between students of different language skills; and it allowed students to be protagonists, autonomous and decision- makers about their own strategies in the game and in their oral narrative building. Thus, this master’s thesis and the educational game developed from it contribute to pre-service and in- service English teachers and teachers from other educational contexts, who aim to design and apply digital games in their classroom through Design thinking e Game design due to foster oral communication in the target language. In this sense, the potential to create educational and pedagogical alternatives belongs to all educators.
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CLAUDIANE SANTANA SILVEIRA AMORIM
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GRAVIDAPP 2.0: APLICATIVO EDUCACIONAL PARA A PRÁTICA DA ENFERMAGEM OBSTÉTRICA NO ENSINO SUPERIOR
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Data: May 26, 2022
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This work focused on developing an educational application entitled GravidApp 2.0, which was designed to be a theoretical-practical support for students of the Obstetric Nursing (ON) discipline, offered by Magalhães Barata School of Nursing at the University of the State of Pará (EEMB/UEPA). The theoretical methodological foundation is based on the concepts and principles of Health Education, teaching practices in Nursing and the theoretical discipline of Obstetric Nursing, in addition to notions and debates on active methodologies and Educational Technologies (ET). This study was based on the development of five main methodological phases adapted from Instructional Design Model of Falkembach (2005). In the first, diagnosis of the intervention context, data survey made towards the UEPA context, the Nursing course and the ON discipline. In the second, the survey and analysis of reference applications, educational applications on obstetrics were mapped on the Play Store platform. The third phase was to create and prototype the educational product on the multiplatform Unity and with help and support of an interdisciplinary team of professor and students of the University Federal of Pará (UFPA). In the fourth stage, validation of the application content, the participants were 13 Nursing Specialist Judges (SJ), who evaluated the GravidApp 2.0 through a 30 itens questionnaire that was answered using the Likert Scale that basead the verification of the Contente Validation Index (CVI). Furthermore, SJ gave recommendations about the application’s usage and functionalities. In the last phase, the application was reviewed and finalized to make it available on Play Store. Among the results, the following stand out: (i) the development of a useful, innovative, creative and easily accessible application may enhance ON students’ learning. In addition, the application can be replicated beyond UEPA context; (ii) the educational product proved to be valuable in terms of its contents, reaching more than 90% of its IVC global percentage, presenting an excellent evaluation among the SJ; (iii) the contributions were important to the training and performance of the researchers involved in its development. In this perspective, GravidApp 2.0 has potential to make direct contributions to the production of Educational Technology in the area of ON in the Northern Region of Brazil, since it is an authorial technology that promotes teaching-learning and assistance to the future Nursing professionals, making them more engaged and qualified.
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ANA CAROLINA ALEIXO DE SOUZA
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Data: Apr 29, 2022
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In a life rationalizing-driven society, which values the severability between rational processes and social phenomena, different imbalances arise, including the emotional and relational ones. Nonetheless, psychological illness, especially anxiety and depression disorders, associated with the covid-19 pandemic, are increasing. Young university students have to deal with both the pandemic scenario and the normal challenges of the academic context. Accordingly, a movement arises, at different levels of education, with the proposal to perceive, respect and encourage human integrality, based on biopsychosocial-emotional aspects. The focus question that guided this work arose from the concern that this movement causes: “How to favor for university students, in a playful way, the contact, thinking and discussion about socio-emotional skills that can contribute to their ability to deal with common challenges in academic life?” Therefore, the goal of this work is to develop a board game that allows the contact, thinking and discussion about socio-emotional skills that can contribute to the ability of university students to deal with common challenges in academic life. To achieve this goal, we carried out a research to support the understanding of socio-emotional skills, their relationship with academic performance, and game design. We investigated products and initiatives that inspired the development of the game elements. In the product elaboration phase, we structured the mechanics, dynamics and aesthetics of the game based on the Mechanics, Dynamics and Aesthetics (MDA) framework. During this process, we entitled the game as “Sense of Being: socio-emotional skills game for university students”. Sequentially, the prototype of the game was submitted to the first step of testing, carried out with seven undergraduate students from a private higher education institution in the city of Belém, Brazil. Subsequently, a panel of specialists formed by three Psychology professionals, working as undergraduate professors at public higher education institution, analyzed the content of the cards that make up the game. Then, four Psychology professionals, working in the specialized student support service of a private higher education institution in the city of Belém, Brazil, analyzed a set of cards of the game and the other elements that compose it. In each step, we collected the given feedbacks, which oriented the adjustments to the game elements. As a final step, the files containing the final version of the components were presented and made available in a way that allows easy access to the contents. The impressions highlighted by students and specialists who contributed to the research indicate that the product arouses interest and it’s innovative, especially for dealing with socio-emotional skills in a playful way and also for presenting characteristics of germinability.
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