scholarly journals Una experiencia de aula centrada en el conocimiento de los dinosaurios

2019 ◽  
pp. 69-89
Author(s):  
Pousa María ◽  
Fragueiro María Sandra

In this paper we present a teaching method that advocates cooperation and motivation of students as a mechanism to promote the development of curricular competences in a classroom of Childhood Education. Communication is encouraged, the exchange of opinions the expression of ideas and feelings, and the resolution of problems close to the learner´s daily life, giving sense to what they learn from an interdisciplinary and globalized perspective. This method is known as Work by Projects. The present document begins with a theoretical fundamentation mainly centered on the origin of this methodology. Subsequently, we expose the design and implementation of a Project based on “The Dinosaurs” in a 4 years old classroom.

2020 ◽  
Vol 8 (1) ◽  
pp. 131-151
Author(s):  
Yara Pinto Ferreira Kurutz ◽  
Levi Hülse ◽  
Joel Cezar Bonin

O presente estudo apontou os desdobramentos da utilização do Role-Playing Game (RPG) explorando temas relacionados ao Folclore na educação infantil. Assim sendo, o texto que segue é resultado do desenvolvimento de todas as etapas que foram criadas para a aplicação do projeto de pesquisa. As etapas aqui apresentadas são uma síntese dos tópicos mais importantes que foram utilizados para o desenrolar da atividade central do projeto, a saber, a criação e a aplicação do jogo de RPG sobre o folclore brasileiro para crianças do Ensino Fundamental I, de um núcleo educacional da cidade de Porto União-SC. Dessa forma, o texto aqui apresentado se divide nas seguintes etapas: 1 – o brincar e o aprender e sua conexão com o RPG; 2 – a relação brincar/aprender com a nova BNCC; 3 - o brincar e sua relação com o desenvolvimento infantil; 4 – A aplicação do RPG para o ensino do folclore; 5 – a metodologia da pesquisa; 6 – uma breve explanação sobre o produto educacional; 7 – resultados e discussão e 8 – considerações finais. Vale destacar que como metodologia optou-se pela pesquisa descritiva vinculada a abordagem qualitativa. Esta forma de pesquisa teve como foco principal a intenção de aproximar o conhecimento da vida dos estudantes da faixa etária pré-escolar com os saberes populares ligados ao folclore. Os resultados alcançados correspondem com a finalidade primordial pensada para o projeto, a saber, a capacidade de ensinar um conteúdo diferente com um método de ensino igualmente diferente. Não há dados estatísticos para mensurar o nível de aprendizagem, pois a verdadeira intenção do projeto foi a de ensinar brincando. Palavras-chave: Educação Infantil. Role-Playing Game (RPG). Folclore. Produto educacional. ABSTRACT: The present study pointed out the consequences of using the Role-Playing Game (RPG) exploring themes related to Folklore in early childhood education.  Therefore, the text that follows is the result of the development of all the steps that were created for the application of the research project.  The steps presented here are a synthesis of the most important topics that were used to carry out the central activity of the project, namely, the creation and application of the RPG game about Brazilian folklore for elementary school children, from an educational center in the city of Porto União-SC.  Thus, the text presented here is divided into the following stages: 1 - playing and learning and its connection with the RPG; 2 - the play / learn relationship with the new BNCC; 3 - playing and its relationship with child development; 4 - The application of RPG for teaching folklore; 5 - the research methodology; 6 - a brief explanation of the educational product; 7 - results and discussion and 8 - final considerations. It is worth mentioning that as a methodology, we opted for descriptive research linked to a qualitative approach. This form of research had as main focus the intention of bringing the knowledge of the life of the students of the preschool age group with the popular knowledge linked to folklore.  The results achieved correspond to the primary purpose thought for the project, namely, the ability to teach different content with an equally different teaching method. There is no statistical data to measure the level of learning, as the real intention of the project was to teach while playing. Keywords: Early Childhood Education. Role-Playing Game (RPG). Folklore. Educational product.


2020 ◽  
Vol 2020 ◽  
pp. 1-14 ◽  
Author(s):  
Sung-Jong Eun ◽  
Jung Yoon Kim

This paper deals with the development of the content of Activity of Daily Life (ADL) based on VR (virtual reality) for cognitive function training for the elderly. The proposed ADL content has been developed focusing on a feedback technique based on performance analysis unlike in the existing VR-based cognitive training content wherein the customized training management based on performance evaluation was difficult. Experiments were conducted with 30 elderly people in the welfare center for 3 months. As a result of the effectiveness evaluation, the proposed ADL content showed higher results in all aspects of immersion, satisfaction, and performance. It is expected that user departure from existing ADL content will be prevented, and various artificial intelligence researches will be carried out to improve the technology accuracy to provide customized difficulty which is an important factor.


2013 ◽  
Vol 281 ◽  
pp. 221-224
Author(s):  
Hui Min Wang ◽  
Xuan Zuo Liu ◽  
Qian Cheng Liu

Abstract: Solar car, a combination of a great number of relevant techniques with new energy sources, materials and structure, is both eco-friendly and energy-saving. Our research, whose chief goal is to bring solar cars into our daily life by the device of a prototype, will be concentrated on body structure, steering system and energy flows. A conclusion has been made that the solar car is very potential to be used as the sightseeing car and some optimizations have also been achieved.


2018 ◽  
Vol 1 ◽  
Author(s):  
Binti Anisaul Khasanah ◽  
Robia Astuti ◽  
Astoni Nurdin

Implementation of Community Service activities was conducted with Seminar activity to teachers of Early Childhood Education (PAUD) all Kalirejo sub-districts joined in Teachers Association of Kindergarten Indonesia-PGRI (IGTKI-PGRI) Kalirejo participated by 71 participants. This seminar aims to: 1) provide information to early childhood teachers about early childhood cognitive development, and 2) increase insight to PAUD teachers about the method of playing manipulative tools in introducing the concept of numbers to children of early age 3) with information on cognitive development of children is expected teachers PAUD in providing learning tailored to the child's cognitive development so that children have a strong character. The conclusions in this devotional activity include: 1) in treating the child must be adapted to the stage of development both in terms of educating and teaching a concept in children; 2) to introduce the concept of numbers in early childhood must include the five content in mathematics that is: number and operation of numbers, algebra, geometry, measurement, and data analysis and opportunity because in its application the five content is related to number. The introduction of the concept of numbers must be adapted to the early childhood cognitive development stage, namely in the pre-operational stage, one of which is through a manipulative tool; 3) The introduction of the concept of numbers in early childhood through manipulative tools can strengthen the character of the child because it is tailored to the daily life of the child.


2014 ◽  
Vol 667 ◽  
pp. 41-49
Author(s):  
Bo Jian ◽  
Cheng Yang

Online Teaching is growing popular and popular and many universities and organizations offer online teaching courses, such as Coursera, Edx and udacity. Case based teaching as a new approach to construct knowledge hierarchy and it uses 'trigger' cases to stimulate interest in a particular area of the curriculum so it always has a better effect than ordinary method. Based on this situation, the main aim of this paper is to design a web-based case learning system for courses in software engineering. The system allows students play as different roles and study different types of cases in the software engineering field. Thus compared with common teaching method, this system can stimulate students’ interest and enhance students' understanding of software engineering.


RSC Advances ◽  
2019 ◽  
Vol 9 (64) ◽  
pp. 37292-37299 ◽  
Author(s):  
Kunkun Jiang ◽  
Dandan Xu ◽  
Zhongyang Liu ◽  
Weiwei Zhao ◽  
Hongjun Ji ◽  
...  

The popularity of 2D barcodes is playing a key role in simplifying people's daily life activities, such as identification, quick payment, checking in and checking out, etc.


2012 ◽  
Vol 190-191 ◽  
pp. 269-272
Author(s):  
Lei Ming ◽  
Song Li ◽  
Ji Xin Yin ◽  
Tie Yu Hu ◽  
Zhi Ke Wang ◽  
...  

As a rising practical teaching method, virtual experiment is playing an increasingly prominent role in modern teaching. The virtual experiment for lift coefficient mensuration, which is one of a series of virtual experiment software that have been accomplished based on numerical simulation and modern computer technologies by the authors, was taken as an example, the design principles, modules constitution, developing tools, and experiment courses were introduced. It is of practical significance on how to make use of virtual experiment technology to reform practical teaching and enhance energy efficiency ratio of experimental teaching.


2019 ◽  
Vol 4 (2) ◽  
pp. 107
Author(s):  
Bayu Suratman

AbstrakFokus artikel ini mendeskripsikan pendidikan anak usia dini dalam keluarga Melayu  kabupaten Sambas yang berbasis kearifan lokal. Kearifan lokal mendidik anak dalam masyarakat Melayu Sambas diantaranya: Pendidikan melalui cerita rakyat, pendidikan karakter anak melalui pantang larang, dan mendidik anak melalui lingkungan alam. Pendidikan anak usia dini berbasis kearifan lokal dalam keluarga Melayu Sambas sudah berlangsung lama dan secara turun-menurun dalam kehidupan sehari-hari. Artikel ini ditulis secara deskriptif, berangkat dari riset kualitatif yang penulis lakukan, berdasarkan pengamatan dan wawancara mendalam pada masyarakat Melayu Sambas.Kata Kunci: Pendidikan Anak Usia Dini, Kearifan Lokal, Melayu SambasAbstractThe Focus of the article describes early childhood education in the families Malay of the  Sambas Which is based on local wisdom.  Local wisdom educating children in Sambas  Malay communities includes: Education through folklore, child character education through pantang larang, and  educating children through the natural environment. Early childhood education based on local wisdom in Sambas Malay families has been going on for a long time and has been descreasing in daily life. This article was written descriptively, departing from qualitative research that the author did, based on observations and indepth interviews with Sambas Malay people.Keywords: Early childhood education, local wisdom, Sambas Malay  


2021 ◽  
Vol 18 (1) ◽  
pp. 29-60
Author(s):  
Alessandra Gigli ◽  
Marco Trentini

The paper presents a survey that involved a sample of 178 parents of children attending the infant-toddler centers and preschools of the Municipalities of Bassa Romagna, in the Province of Ravenna (Emilia-Romagna, Italy), between December 2020 and January 2021. The survey had the following aims: to deepen the knowledge of parents’ opinions on various aspects of the impact of the pandemic on daily life and parental functions; to monitor any difficulties their children may have; to understand how much the actions taken, to adapt school attendance in the pandemic period, have met with family satisfaction and have positively pursued the educational alliance. Another objective of the research was to involve the professionals of these educational services in reflecting on the results (already returned with a research report and a training seminar) and to organize opportunities for reflection with the same parents who participated in the survey.


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