Games may contribute with the learning processes in different knowledge areas. This article describes the development and use of a board game that addresses history of art content, in a quasi-experimental study with students of the 1st year of secondary education in two public schools. The students' performance was evaluated before and after the intervention, as well as their motivation after using the game. Observational data were collected, as well as photographs, audio recordings and interviews with the participating teachers. In the writing tests, the students who used the game had a performance equivalent to those of the control group, showing a satisfactory motivation level and adequate level of acceptance of the game. The article discusses these results, bringing to the debate not only the use of games in educational contexts, but also the way in which these games are introduced in the classroom. Although the board game developed in this research focuses on specific contents about art in the city of Porto Alegre, Brazil, the game model may be customized by teachers and students and be adapted to address other contents.
This work approaches the tecnology applied to education from a dictation digital game. On this context, this work's goal is to assist the learning of writing and ortografy of elementary school students, approaching the benefit that the traditional dictation activity brings when inserted on the tecnological context. In this way, the article describes the development of the game, as well as its application and evaluation. As a result, the improvement of the writing besides the motivation, engagement and interest of the student by the dictation activity stands out.Resumo. O presente trabalho aborda a tecnologia aplicada à educação a partir de um jogo digital de ditado. Nesse contexto, o objetivo deste trabalho é auxiliar a aprendizagem da escrita e da ortografia de crianças do Ensino Fundamental I, abordando o benefício que a atividade tradicional do ditado traz ao ser inserida no contexto tecnológico. Dessa forma, o artigo descreve o desenvolvimento do jogo, bem como sua aplicação e sua avaliação. Como resultados, destaca-se o aprimoramento da escrita além da motivação, do engajamento e do interesse do aluno pela atividade do ditado.
Milhares de crianças trilham o caminho da prática esportiva do futebol no Brasil. O bullying é um fenômeno presente no ambiente familiar, escolar e esportivo, inclusive em escolas esportivas de futebol, e que gera muitas consequências nocivas. A metodologia utilizada foi pesquisa bibliográfica, com base em periódicos digitais. Os principais alvos de bullying nas escolinhas de futebol são os alunos com dificuldades motoras, obesidade, ou com alguma deficiência e as meninas. Conclui-se que o futebol, o professor, pais e outras pessoas participantes do processo formativo devem estar atentos para evitar a ocorrência do fenômeno bullying, buscando através da educação e do esporte contribuir com o desenvolvimento de valores, como respeito, confiança, autoestima, cooperação, valorizando o trabalho em grupo, a prática saudável e a amizade.
This paper presents the results obtained in the development of a security mechanism for web access control based on IEEE 802.11 mobile stations indoor location. The goal of the mechanism is to permit the control of the web access made by students in an academic environment according to the classroom they are in. The access is controlled by a location server, which dynamically interacts with security mechanisms (in our testbed a firewall with HTTP/HTTPS proxy) according with the location of the wireless stations. The location server is based on the amplitude fingerprinting with dynamic obstacle identification, and dynamically checks the mobile station location. Due the fact that we use the signal amplitude to determine the station location, some adjustments were made to rebuild the calculations dynamically. This was necessary because there are dynamic obstacles in the building (such as people, furniture, etc) and the impact in the measurement of the signal amplitude. The adjustments were made based on the signal measuring among access points in order to identify the obstacles, and adjust the location system. With these adjustments, the location system becomes more accurate and can be applied in security applications. The major contribution of our approach is the dynamic obstacle identification and the dynamic adjustment in the fingerprint matrix based only in the access points information. We later demonstrate the results of field tests in which the proposed technique was implemented and validated in a indoor environment.
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