Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR

Detalhes bibliográficos
Autor(a) principal: Kaminski, Márcia Regina
Data de Publicação: 2018
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações do UNIOESTE
Texto Completo: http://tede.unioeste.br/handle/tede/4212
Resumo: The presence of Information and Communications Technology in education has been playing a key role due to its relevant contribution to teaching and learning processes, the development of students' autonomy, creativity and protagonism. With a particular interest in Digital Games, in Development of Computational Thinking, in Virtual Learning Environments and in Educational Robotics in first period of the Elementary Education system in Brazil, the general objective of this research was to investigate the contributions of these resources from the experiences of pedagogical practices in Computing classes at a municipal school in the city of Cascavel, Parana state, in order to replicate the projects carried out in other compatible realities, as well as the proposition of improvements and new possibilities of pedagogical application of different technological resources under the concepts of the theoretical framework. To carry out the study, a qualitative research was performed; for data collection, a bibliographic research and a descriptive and interpretive case study were carried out in two stages: (i) historical analysis of the projects developed in the school, difficulties for its implementation and form of organization of each one of them; (ii) observation of the activities and surveys with the principal, the pedagogical coordination, the instructor of Educational Robotics, teachers and parents of students involved in each one of the analyzed projects, in order to verify the impacts that these projects have produced for the teaching and learning processes of this school. The data were analyzed and interpreted by means of the codification of the answers in the surveys, as well as the data collected during the observation of the computer classes in which digital games were used, proposals for the development of computational thinking, robotics and for the monitoring and evaluation of the virtual learning environments used by the school as an incentive to extra-class study habits. The results show that the school has adopted different practices, based on a perspective of interactivity, autonomy and production by the students, aligned to the cyberculture context, including the ICT beyond pedagogical resources, that is, as cultural artifacts that should be part of the contexts in order to present possibilities of pedagogical work that involve the protagonism, the autonomy and the creativity of the students through its use.
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spelling Boscarioli, Clodishttp://lattes.cnpq.br/2844207318576160Lübeck, Marcoshttp://lattes.cnpq.br/7883791454233628Bezerra, Renata Camachohttp://lattes.cnpq.br/3960357191532853Pimentel, Marianohttp://lattes.cnpq.br/1920411639358905http://lattes.cnpq.br/6675624597717136Kaminski, Márcia Regina2019-04-16T15:20:24Z2018-12-14KAMINSKI, Márcia Regina. Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR. 2018. 254 f. Dissertação (Mestrado em Ensino) - Universidade Estadual do Oeste do Paraná, Foz do Iguaçu, 2018.http://tede.unioeste.br/handle/tede/4212The presence of Information and Communications Technology in education has been playing a key role due to its relevant contribution to teaching and learning processes, the development of students' autonomy, creativity and protagonism. With a particular interest in Digital Games, in Development of Computational Thinking, in Virtual Learning Environments and in Educational Robotics in first period of the Elementary Education system in Brazil, the general objective of this research was to investigate the contributions of these resources from the experiences of pedagogical practices in Computing classes at a municipal school in the city of Cascavel, Parana state, in order to replicate the projects carried out in other compatible realities, as well as the proposition of improvements and new possibilities of pedagogical application of different technological resources under the concepts of the theoretical framework. To carry out the study, a qualitative research was performed; for data collection, a bibliographic research and a descriptive and interpretive case study were carried out in two stages: (i) historical analysis of the projects developed in the school, difficulties for its implementation and form of organization of each one of them; (ii) observation of the activities and surveys with the principal, the pedagogical coordination, the instructor of Educational Robotics, teachers and parents of students involved in each one of the analyzed projects, in order to verify the impacts that these projects have produced for the teaching and learning processes of this school. The data were analyzed and interpreted by means of the codification of the answers in the surveys, as well as the data collected during the observation of the computer classes in which digital games were used, proposals for the development of computational thinking, robotics and for the monitoring and evaluation of the virtual learning environments used by the school as an incentive to extra-class study habits. The results show that the school has adopted different practices, based on a perspective of interactivity, autonomy and production by the students, aligned to the cyberculture context, including the ICT beyond pedagogical resources, that is, as cultural artifacts that should be part of the contexts in order to present possibilities of pedagogical work that involve the protagonism, the autonomy and the creativity of the students through its use.El uso de las Tecnologías de Información y Comunicación (TIC) en la educación viene asumiendo un importante papel, a causa de su relevante contribución en los procesos de enseñanza y aprendizaje, en el desarrollo de la autonomía, de la creatividad y del protagonismo de los estudiantes. Con particular interés en Juegos Digitales, Desarrollo del Pensamiento Computacional (PC), Ambientes Virtuales de Enseñanza y Aprendizaje (AVEA) y en la Robótica Educacional en la Enseñanza Primaria I, el objetivo general de esta pesquisa ha sido investigar las contribuciones de esos recursos a partir de las experiencias de las prácticas pedagógicas de Informática en la Educación de una escuela de la Enseñanza Municipal de Cascavel/PR, con el objetivo de reaplicar los proyectos en ella realizados en otras realidades compatibles, así como proponer mejorías y nuevas posibilidades de uso pedagógico de diferentes recursos tecnológicos a la luz del marco de referencia teórico. Para hacer efectivo este estudio se ha realizado una pesquisa cualitativa, y para recolectar datos una pesquisa bibliográfica y un estudio de caso descriptivo e interpretativo en dos etapas: (i) análisis histórica de los proyectos desarrollados en la escuela, dificultades de implementación y forma de organización de cada uno de ellos; (ii) observación de las actividades y la aplicación de cuestionario con la dirección, con la coordinación pedagógica, con el Instructor de Robótica Educacional, con profesores y padres de alumnos involucrados en cada uno de los proyectos analizados, para comprobar los impactos que esos proyectos han producido en los procesos de enseñanza y aprendizaje de esa comunidad escolar. El análisis y la interpretación de los datos han sido realizados a través de la codificación de las respuestas de los cuestionarios aplicados y de los datos levantados durante la observación de las clases de informática en las que han sido utilizados juegos digitales, propuestas de desarrollo del pensamiento computacional, robótica y a través de acompañamiento y evaluación del AVEA utilizado por la escuela como incentivo a los hábitos de estudio extra clase. Los resultados obtenidos demuestran que la escuela ha adoptado prácticas diferenciadas, bajo una perspectiva de interactividad, autonomía y producción por parte de los estudiantes, alineadas al contexto de la cibercultura comprendiendo las TIC no sólo como recursos pedagógicos sino como artefactos culturales que deben formar parte de los contextos escolares a causa de la importancia que representan para el desarrollo de los sujetos, pudiendo ser referencia en el sentido de presentar posibilidades de trabajo pedagógico que involucren el protagonismo, la autonomía y la creatividad de los estudiantes a través de su uso.A presença das Tecnologias Digitais de Informação e Comunicação (TDIC) na educação vem assumindo importante papel, dada a sua relevante contribuição aos processos de ensino e aprendizagem, ao desenvolvimento da autonomia, da criatividade e do protagonismo dos estudantes. Com particular interesse em Jogos Digitais, Desenvolvimento do Pensamento Computacional (PC), Ambientes Virtuais de Ensino e Aprendizagem (AVEA) e na Robótica Educacional no Ensino Fundamental I, o objetivo geral dessa pesquisa foi investigar as contribuições desses recursos a partir das experiências das práticas pedagógicas de Informática na Educação de uma escola da Rede Municipal de Cascavel/PR, visando a replicabilidade dos projetos nela realizados em outras realidades compatíveis, bem como a proposição de melhorias e novas possibilidades de uso pedagógico de diferentes recursos tecnológicos à luz do referencial teórico. Para efetivação do estudo foi realizada uma pesquisa de natureza qualitativa e para produção de dados uma pesquisa bibliográfica, uma pesquisa documental e um estudo de caso descritivo e interpretativo em duas etapas: (i) análise histórica dos projetos desenvolvidos na escola, dificuldades de implementação e forma de organização de cada um deles; (ii) observação das atividades e a aplicação de questionários a direção, coordenação pedagógica, Instrutor de Robótica Educacional, professores e responsáveis pelos discentes envolvidos em cada um dos projetos analisados, para verificar os impactos que esses projetos têm produzido para os processos de ensino e aprendizagem dessa comunidade escolar. A análise e a interpretação dos dados foram realizadas por meio da codificação das respostas dos questionários aplicados e dos dados levantados durante a observação das aulas de Informática nas quais foram utilizados Jogos Digitais, propostas de desenvolvimento do Pensamento Computacional, Robótica Educacional e pelo acompanhamento e avaliação do AVEA utilizado pela escola como incentivo aos hábitos de estudo extraclasse. Os resultados obtidos apontam que a escola tem adotado práticas diferenciadas, sob uma perspectiva de interatividade, autonomia e produção por parte dos estudantes, alinhadas ao contexto da cibercultura compreendendo as TDIC para além de recursos pedagógicos, mas como artefatos culturais que devem fazer parte dos contextos escolares em função da importância que representam para o desenvolvimento dos sujeitos, podendo ser referência no sentido de apresentar possibilidades de trabalho pedagógico que envolvam o protagonismo, a autonomia e a criatividade dos estudantes por meio de sua utilização.Submitted by Wagner Junior (wagner.junior@unioeste.br) on 2019-04-16T15:20:24Z No. of bitstreams: 2 Marcia_Regina_Kaminski_2018.pdf: 13179933 bytes, checksum: 2b35daee81a4d483c2a06c5b9804058b (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)Made available in DSpace on 2019-04-16T15:20:24Z (GMT). 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dc.title.por.fl_str_mv Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR
title Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR
spellingShingle Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR
Kaminski, Márcia Regina
Informática e educação
Práticas pedagógicas com tecnologias
Tecnologias digitais e educação
Informatics and education
Pedagogical practices with technologies
Digital technologies and education
Informática y educación
Prácticas pedagógicas con tecnologías
Tecnologías digitales y educación
EDUCACAO::ENSINO-APRENDIZAGEM
title_short Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR
title_full Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR
title_fullStr Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR
title_full_unstemmed Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR
title_sort Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR
author Kaminski, Márcia Regina
author_facet Kaminski, Márcia Regina
author_role author
dc.contributor.advisor1.fl_str_mv Boscarioli, Clodis
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/2844207318576160
dc.contributor.referee1.fl_str_mv Lübeck, Marcos
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/7883791454233628
dc.contributor.referee2.fl_str_mv Bezerra, Renata Camacho
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/3960357191532853
dc.contributor.referee3.fl_str_mv Pimentel, Mariano
dc.contributor.referee3Lattes.fl_str_mv http://lattes.cnpq.br/1920411639358905
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/6675624597717136
dc.contributor.author.fl_str_mv Kaminski, Márcia Regina
contributor_str_mv Boscarioli, Clodis
Lübeck, Marcos
Bezerra, Renata Camacho
Pimentel, Mariano
dc.subject.por.fl_str_mv Informática e educação
Práticas pedagógicas com tecnologias
Tecnologias digitais e educação
topic Informática e educação
Práticas pedagógicas com tecnologias
Tecnologias digitais e educação
Informatics and education
Pedagogical practices with technologies
Digital technologies and education
Informática y educación
Prácticas pedagógicas con tecnologías
Tecnologías digitales y educación
EDUCACAO::ENSINO-APRENDIZAGEM
dc.subject.eng.fl_str_mv Informatics and education
Pedagogical practices with technologies
Digital technologies and education
dc.subject.spa.fl_str_mv Informática y educación
Prácticas pedagógicas con tecnologías
Tecnologías digitales y educación
dc.subject.cnpq.fl_str_mv EDUCACAO::ENSINO-APRENDIZAGEM
description The presence of Information and Communications Technology in education has been playing a key role due to its relevant contribution to teaching and learning processes, the development of students' autonomy, creativity and protagonism. With a particular interest in Digital Games, in Development of Computational Thinking, in Virtual Learning Environments and in Educational Robotics in first period of the Elementary Education system in Brazil, the general objective of this research was to investigate the contributions of these resources from the experiences of pedagogical practices in Computing classes at a municipal school in the city of Cascavel, Parana state, in order to replicate the projects carried out in other compatible realities, as well as the proposition of improvements and new possibilities of pedagogical application of different technological resources under the concepts of the theoretical framework. To carry out the study, a qualitative research was performed; for data collection, a bibliographic research and a descriptive and interpretive case study were carried out in two stages: (i) historical analysis of the projects developed in the school, difficulties for its implementation and form of organization of each one of them; (ii) observation of the activities and surveys with the principal, the pedagogical coordination, the instructor of Educational Robotics, teachers and parents of students involved in each one of the analyzed projects, in order to verify the impacts that these projects have produced for the teaching and learning processes of this school. The data were analyzed and interpreted by means of the codification of the answers in the surveys, as well as the data collected during the observation of the computer classes in which digital games were used, proposals for the development of computational thinking, robotics and for the monitoring and evaluation of the virtual learning environments used by the school as an incentive to extra-class study habits. The results show that the school has adopted different practices, based on a perspective of interactivity, autonomy and production by the students, aligned to the cyberculture context, including the ICT beyond pedagogical resources, that is, as cultural artifacts that should be part of the contexts in order to present possibilities of pedagogical work that involve the protagonism, the autonomy and the creativity of the students through its use.
publishDate 2018
dc.date.issued.fl_str_mv 2018-12-14
dc.date.accessioned.fl_str_mv 2019-04-16T15:20:24Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv KAMINSKI, Márcia Regina. Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR. 2018. 254 f. Dissertação (Mestrado em Ensino) - Universidade Estadual do Oeste do Paraná, Foz do Iguaçu, 2018.
dc.identifier.uri.fl_str_mv http://tede.unioeste.br/handle/tede/4212
identifier_str_mv KAMINSKI, Márcia Regina. Análise das práticas de informática na educação da Escola Municipal Aloys João Mann - Cascavel/PR. 2018. 254 f. Dissertação (Mestrado em Ensino) - Universidade Estadual do Oeste do Paraná, Foz do Iguaçu, 2018.
url http://tede.unioeste.br/handle/tede/4212
dc.language.iso.fl_str_mv por
language por
dc.relation.program.fl_str_mv 8514536940106015135
dc.relation.confidence.fl_str_mv 600
600
600
dc.relation.department.fl_str_mv 3180251958877067170
dc.relation.cnpq.fl_str_mv -4452917836576020174
dc.rights.driver.fl_str_mv http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Estadual do Oeste do Paraná
Foz do Iguaçu
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Ensino
dc.publisher.initials.fl_str_mv UNIOESTE
dc.publisher.country.fl_str_mv Brasil
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Foz do Iguaçu
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