Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da UERJ |
Texto Completo: | http://www.bdtd.uerj.br/handle/1/19392 |
Resumo: | Digital technological development happens with a lot of speed, which makes it impossible to keep up with all the trends that arise. However, we can highlight for analysis some aspects already consolidated in cyberculture, such as the popularization of mobile technological devices, such as cell phones and tablets, and the interest they arouse among adolescents. For this reason, Education today requires a teaching practice focused on this generation of digital natives (PRENSKY, 2001), who easily uses many of these technologies and tools associated with them. There are already public initiatives aimed at this end. For example, the Municipal Department of Education of the City of Rio de Janeiro has encouraged students and teachers to use digital tools in both media and virtual learning environments; promoting courses of initiation in games of use of the TICs; and providing: data shows, laptops and internet in schools. This allows, in theory, the development of a more dynamic educational environment and capable of contributing to greater student participation. Therefore, it is necessary to consider the need to rethink pedagogical practices and to experiment in the classroom those resources, which students use in their daily lives, giving to this practice a meaningful approach that enhances learning. Based on this premise, this research aimed at the collaborative creation of an educational application using Virtual Reality technology in mobile phones with the purpose of stimulating student immersion in new virtual worlds that add value between technology and education. The objective of this study was to investigate the possibilities of teaching learning of art mediated by Virtual Reality applications in the 8th grade class of the municipal public network in the city of Rio de Janeiro. The discussions of the convergent concepts of research were referenced in authors such as: Michel de Certeau (1980) for the theme Daily Life and Tactics; Paulo Freire (1981, 1987, 2003) Pierre Levy (1999) and Marco Silva (2001) for Interactivity in the Classroom; Claudio Kirner and Robson Siscoutto (2007) for Virtual Reality; Mark Prensky (2001) for Learning Based on Digital Games; Gerhard Friedrich and Gerhard Preiss (2003) for Neurodidática; Karl Kapp (2012), Joey Lee and Jessica Hammer (2011), for the topic Gamification, among other authors. The research resulted in the development with the students in interactive process of collective creation a mobile application, from the theme "The Week of Modern Art of 1922". |
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Oliveira, Esequiel Rodrigueshttp://lattes.cnpq.br/6339633974408117Oliveira, Marcia Taborda Correahttp://lattes.cnpq.br/7387534135683050Lima, Alvaro José Rodrigues dehttp://lattes.cnpq.br/0883301163870314http://lattes.cnpq.br/0349048561764159Costa, Rafael Silva darafael.rsilva79@gmail.com2023-04-13T14:55:49Z2018-03-27COSTA, Rafael Silva da. Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental. 2018. 141 f. Dissertação (Mestrado Profissional em Ensino em Educação Básica) – Instituto de Aplicação Fernando Rodrigues da Silveira, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2018.http://www.bdtd.uerj.br/handle/1/19392Digital technological development happens with a lot of speed, which makes it impossible to keep up with all the trends that arise. However, we can highlight for analysis some aspects already consolidated in cyberculture, such as the popularization of mobile technological devices, such as cell phones and tablets, and the interest they arouse among adolescents. For this reason, Education today requires a teaching practice focused on this generation of digital natives (PRENSKY, 2001), who easily uses many of these technologies and tools associated with them. There are already public initiatives aimed at this end. For example, the Municipal Department of Education of the City of Rio de Janeiro has encouraged students and teachers to use digital tools in both media and virtual learning environments; promoting courses of initiation in games of use of the TICs; and providing: data shows, laptops and internet in schools. This allows, in theory, the development of a more dynamic educational environment and capable of contributing to greater student participation. Therefore, it is necessary to consider the need to rethink pedagogical practices and to experiment in the classroom those resources, which students use in their daily lives, giving to this practice a meaningful approach that enhances learning. Based on this premise, this research aimed at the collaborative creation of an educational application using Virtual Reality technology in mobile phones with the purpose of stimulating student immersion in new virtual worlds that add value between technology and education. The objective of this study was to investigate the possibilities of teaching learning of art mediated by Virtual Reality applications in the 8th grade class of the municipal public network in the city of Rio de Janeiro. The discussions of the convergent concepts of research were referenced in authors such as: Michel de Certeau (1980) for the theme Daily Life and Tactics; Paulo Freire (1981, 1987, 2003) Pierre Levy (1999) and Marco Silva (2001) for Interactivity in the Classroom; Claudio Kirner and Robson Siscoutto (2007) for Virtual Reality; Mark Prensky (2001) for Learning Based on Digital Games; Gerhard Friedrich and Gerhard Preiss (2003) for Neurodidática; Karl Kapp (2012), Joey Lee and Jessica Hammer (2011), for the topic Gamification, among other authors. The research resulted in the development with the students in interactive process of collective creation a mobile application, from the theme "The Week of Modern Art of 1922".O desenvolvimento tecnológico digital acontece com muita velocidade, o que torna impossível acompanhar todas as tendências que surgem. Contudo, podemos destacar para análise alguns aspectos já consolidados na cibercultura, de que é exemplo a popularização dos dispositivos tecnológicos móveis, como celulares e tablets, e o interesse que despertam entre adolescentes. Por isso, a Educação, hoje, exige uma prática docente voltada para essa geração de nativos digitais (PRENSKY, 2001), que utiliza com facilidade muitas dessas tecnologias e ferramentas a elas associadas. Já existem iniciativas públicas voltadas para esse fim. Por exemplo, a Secretaria Municipal de Educação da Prefeitura do Rio de Janeiro vem estimulando alunos e professores a utilizarem ferramentas digitais tanto de mídias quanto ambientes virtuais de aprendizagem; promovendo cursos de iniciação em games de utilização das TICs; e disponibilizando: data shows, laptops e internet nas escolas. O que possibilita, em teoria, o desenvolvimento de um ambiente educacional mais dinâmico e capaz de contribuir para maior participação do aluno. Pelo exposto, há que se considerar a necessidade de repensar as práticas pedagógicas e experimentar em sala de aula esses recursos, que os alunos utilizam no seu cotidiano, dando a essa prática um enfoque significativo, que potencialize a aprendizagem. Partindo dessa premissa essa pesquisa visou à criação colaborativa de um aplicativo educacional utilizando a tecnologia de Realidade Virtual em celulares com o propósito de estimular a imersão do aluno em novos mundos virtuais, que agreguem valor entre tecnologia e educação. O estudo teve como objetivo: investigar possibilidades de ensino aprendizagem de Arte mediada por aplicativos de Realidade Virtual em turma do 8º ano do Ensino fundamental, da rede pública municipal, na Cidade do Rio de Janeiro. As discussões dos conceitos convergentes da investigação foram referenciadas em autores como: Michel de Certeau (1980) para o tema Cotidiano e Táticas; Paulo Freire (1981, 1987, 2003) Pierre Levy (1999) e Marco Silva (2001) para Interatividade na Sala de Aula; Claudio Kirner e Robson Siscoutto (2007) para Realidade Virtual; Mark Prensky (2001) para Aprendizagem Baseada em Jogos Digitais; Gerhard Friedrich e Gerhard Preiss (2003) para Neurodidática; Karl Kapp (2012), Joey Lee e Jessica Hammer (2011), para o tema Gamificação, entre outros autores. A pesquisa resultou no desenvolvimento com os alunos em processo interativo de criação coletiva um aplicativo para celular, a partir do tema “A Semana de Arte Moderna de 1922”.Submitted by Emily CAP/A (emilymdantas@gmail.com) on 2023-04-13T14:55:49Z No. of bitstreams: 1 Dissertação - Rafael Silva da Costa - 2018 - Completa.pdf: 8883314 bytes, checksum: 4b6fa1c3ecd1b46f6cf4a5caf366361d (MD5)Made available in DSpace on 2023-04-13T14:55:49Z (GMT). No. of bitstreams: 1 Dissertação - Rafael Silva da Costa - 2018 - Completa.pdf: 8883314 bytes, checksum: 4b6fa1c3ecd1b46f6cf4a5caf366361d (MD5) Previous issue date: 2018-03-27application/pdfporUniversidade do Estado do Rio de JaneiroPrograma de Pós-Graduação de Ensino em Educação Básica - CAp UERJUERJBrasilCentro de Educação e Humanidades::Instituto de Aplicação Fernando Rodrigues da SilveiraArt teachingVirtual realityEnsino de arteRealidade virtualCIENCIAS HUMANAS::EDUCACAO::CURRICULOPossibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamentalPossibilities of learning in arts mediated by virtual reality and other digital technologies in elementary education.info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UERJinstname:Universidade do Estado do Rio de Janeiro (UERJ)instacron:UERJORIGINALDissertação - Rafael Silva da Costa - 2018 - Completa.pdfDissertação - Rafael Silva da Costa - 2018 - Completa.pdfapplication/pdf8883314http://www.bdtd.uerj.br/bitstream/1/19392/2/Disserta%C3%A7%C3%A3o+-+Rafael+Silva+da+Costa+-+2018+-+Completa.pdf4b6fa1c3ecd1b46f6cf4a5caf366361dMD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82123http://www.bdtd.uerj.br/bitstream/1/19392/1/license.txte5502652da718045d7fcd832b79fca29MD511/193922024-02-26 15:47:20.555oai:www.bdtd.uerj.br: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Biblioteca Digital de Teses e Dissertaçõeshttp://www.bdtd.uerj.br/PUBhttps://www.bdtd.uerj.br:8443/oai/requestbdtd.suporte@uerj.bropendoar:29032024-02-26T18:47:20Biblioteca Digital de Teses e Dissertações da UERJ - Universidade do Estado do Rio de Janeiro (UERJ)false |
dc.title.por.fl_str_mv |
Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental |
dc.title.alternative.eng.fl_str_mv |
Possibilities of learning in arts mediated by virtual reality and other digital technologies in elementary education. |
title |
Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental |
spellingShingle |
Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental Costa, Rafael Silva da Art teaching Virtual reality Ensino de arte Realidade virtual CIENCIAS HUMANAS::EDUCACAO::CURRICULO |
title_short |
Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental |
title_full |
Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental |
title_fullStr |
Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental |
title_full_unstemmed |
Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental |
title_sort |
Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental |
author |
Costa, Rafael Silva da |
author_facet |
Costa, Rafael Silva da rafael.rsilva79@gmail.com |
author_role |
author |
author2 |
rafael.rsilva79@gmail.com |
author2_role |
author |
dc.contributor.advisor1.fl_str_mv |
Oliveira, Esequiel Rodrigues |
dc.contributor.advisor1Lattes.fl_str_mv |
http://lattes.cnpq.br/6339633974408117 |
dc.contributor.referee1.fl_str_mv |
Oliveira, Marcia Taborda Correa |
dc.contributor.referee1Lattes.fl_str_mv |
http://lattes.cnpq.br/7387534135683050 |
dc.contributor.referee2.fl_str_mv |
Lima, Alvaro José Rodrigues de |
dc.contributor.referee2Lattes.fl_str_mv |
http://lattes.cnpq.br/0883301163870314 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/0349048561764159 |
dc.contributor.author.fl_str_mv |
Costa, Rafael Silva da rafael.rsilva79@gmail.com |
contributor_str_mv |
Oliveira, Esequiel Rodrigues Oliveira, Marcia Taborda Correa Lima, Alvaro José Rodrigues de |
dc.subject.eng.fl_str_mv |
Art teaching Virtual reality |
topic |
Art teaching Virtual reality Ensino de arte Realidade virtual CIENCIAS HUMANAS::EDUCACAO::CURRICULO |
dc.subject.por.fl_str_mv |
Ensino de arte Realidade virtual |
dc.subject.cnpq.fl_str_mv |
CIENCIAS HUMANAS::EDUCACAO::CURRICULO |
description |
Digital technological development happens with a lot of speed, which makes it impossible to keep up with all the trends that arise. However, we can highlight for analysis some aspects already consolidated in cyberculture, such as the popularization of mobile technological devices, such as cell phones and tablets, and the interest they arouse among adolescents. For this reason, Education today requires a teaching practice focused on this generation of digital natives (PRENSKY, 2001), who easily uses many of these technologies and tools associated with them. There are already public initiatives aimed at this end. For example, the Municipal Department of Education of the City of Rio de Janeiro has encouraged students and teachers to use digital tools in both media and virtual learning environments; promoting courses of initiation in games of use of the TICs; and providing: data shows, laptops and internet in schools. This allows, in theory, the development of a more dynamic educational environment and capable of contributing to greater student participation. Therefore, it is necessary to consider the need to rethink pedagogical practices and to experiment in the classroom those resources, which students use in their daily lives, giving to this practice a meaningful approach that enhances learning. Based on this premise, this research aimed at the collaborative creation of an educational application using Virtual Reality technology in mobile phones with the purpose of stimulating student immersion in new virtual worlds that add value between technology and education. The objective of this study was to investigate the possibilities of teaching learning of art mediated by Virtual Reality applications in the 8th grade class of the municipal public network in the city of Rio de Janeiro. The discussions of the convergent concepts of research were referenced in authors such as: Michel de Certeau (1980) for the theme Daily Life and Tactics; Paulo Freire (1981, 1987, 2003) Pierre Levy (1999) and Marco Silva (2001) for Interactivity in the Classroom; Claudio Kirner and Robson Siscoutto (2007) for Virtual Reality; Mark Prensky (2001) for Learning Based on Digital Games; Gerhard Friedrich and Gerhard Preiss (2003) for Neurodidática; Karl Kapp (2012), Joey Lee and Jessica Hammer (2011), for the topic Gamification, among other authors. The research resulted in the development with the students in interactive process of collective creation a mobile application, from the theme "The Week of Modern Art of 1922". |
publishDate |
2018 |
dc.date.issued.fl_str_mv |
2018-03-27 |
dc.date.accessioned.fl_str_mv |
2023-04-13T14:55:49Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
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info:eu-repo/semantics/masterThesis |
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masterThesis |
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publishedVersion |
dc.identifier.citation.fl_str_mv |
COSTA, Rafael Silva da. Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental. 2018. 141 f. Dissertação (Mestrado Profissional em Ensino em Educação Básica) – Instituto de Aplicação Fernando Rodrigues da Silveira, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2018. |
dc.identifier.uri.fl_str_mv |
http://www.bdtd.uerj.br/handle/1/19392 |
identifier_str_mv |
COSTA, Rafael Silva da. Possibilidades de aprendizagem em artes mediadas pela realidade virtual e outras tecnologias digitais no ensino fundamental. 2018. 141 f. Dissertação (Mestrado Profissional em Ensino em Educação Básica) – Instituto de Aplicação Fernando Rodrigues da Silveira, Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2018. |
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http://www.bdtd.uerj.br/handle/1/19392 |
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Brasil |
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Centro de Educação e Humanidades::Instituto de Aplicação Fernando Rodrigues da Silveira |
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Universidade do Estado do Rio de Janeiro |
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