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.
The advantage of wireless local area networks, giving the mobile stations the possibility of moving freely inside the network access range comes with a security drawback. The fact that microwave signals can transpose walls and suffers with attenuation, reflections, refraction, diffraction and dispersion, depending of the obstacles, makes very difficult to define the network access range. Without the knowledge of the network boundaries, the network administrator cannot define a physical delimiter to network access. Without the user-location, it is impossible to restrict the network access based on the physical access boundaries defined by the administrator. When the wireless network operates indoor, the many obstacles and the dynamic behavior of these obstacles (some people moving around, for instance) make the microwave signal behavior change the range and aspect of the network. This work proposes a new approach to indoor user-location mechanism, based on the dynamic behavior of the obstacles and consequent changes on network range in IEEE 802.11 networks. Finally a new authentication system WlanAuth, based on the user location is proposed.
Este artigo apresenta o desenvolvimento do jogo digital intitulado Ditado Lúdico,que tem por intuito auxiliar os alunos do 1º ao 3º ano do Ensino Fundamental(EF) no processo de aquisição da escrita, através da atividade do ditado. No desenvolvimento do jogo foram empregadas as tecnologias Unity e Firebase. Ditado Lúdico está disponível para as plataformas Windows para desktop e Android para mobile. O jogo foi avaliado por três professores que lecionam no Ciclo I do EF, onde os resultados obtidos apontam que este promove o desenvolvimento da autonomia e da motivação,além de manter o aluno engajado durante a realização da atividade do ditado.
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