Proposta metodológica para a construção de atlas escolar digital e de jogo interativo na escola



Trabalho

Ano: 2015

Tipo: Tese

Agência fin.: Sem agência definida

Grau: Doutorado

Disciplina: Análise Ambiental e Dinâmica Territorial

Universidade (IES): UNICAMP

Faculdade/Departamento: Instituto de Geociências

Programa: Doutorado em Geografia

Fonte de dados: UNICAMP DSpace

Autor: Lima, Suely Franco Siqueira

Orientador: Lindon Fonseca Matias, Teresa Gallotti Florenzano


Assunto: Atlas,Jogos eletronicos,Sistemas de informacao geografica,Computacao ubiqua,Geographical atlases,Electronic games,Geographical information systems,Ubiquitous computing


Resumo: Resumo: Apesar dos avanços científicos e tecnológicos oferecerem um espectro significativamente amplo de recursos que podem ser usados na elaboração de atlas, eles são pouco ou inadequadamente utilizados para essa finalidade, principalmente com relação aos escolares. Isto pode ser explicado pela falta de conhecimento dos autores dos atlas sobre a realidade escolar e de seus alunos. Hoje os jovens estão cada vez mais conectados ao ciberespaço e se transformam juntamente com as diferentes linguagens proporcionadas por mídias e recursos tecnológicos que surgem a cada dia. Os alunos aprendem, pensam e se comunicam de forma diferente das gerações anteriores e impõem novas demandas para o atlas escolar. Desse modo, se o atlas não for adequado a esses usuários, corre o risco de tornar-se desatualizado, desinteressante e ineficiente na sua função de contribuir para a aprendizagem. Esta tese propõe uma metodologia para elaboração de atlas escolar digital que visa torná-lo mais atraente, motivador, atual e capaz de proporcionar um ambiente de aprendizagem para o jovem contemporâneo. A metodologia consiste em apresentar diretrizes para a elaboração desse tipo de atlas e mostrar como utilizar recursos do jogo eletrônico, Sistemas de Informação Geográfica (SIG), além de como inserir essas ferramentas na plataforma do Atlas. Na metodologia são apresentados também procedimentos para: definir as variáveis que compõem e determinam os objetivos e características do atlas, automatizar a atualização do seu conteúdo, e seleção, aquisição e elaboração de conteúdo que contribuam para o aluno aprender a aprender. Para garantir uma metodologia exequível e encontrar soluções tecnológicas e pedagógicas, ela foi aplicada na construção do protótipo do Atlas Ambiental da Cana-de-açúcar no Estado de São Paulo. A elaboração de um atlas com a metodologia proposta, principalmente pela inserção do jogo, requer mais tempo e a participação de profissionais de diferentes áreas e em maior número, em comparação com as metodologias existentes. Porém, ela, traz mecanismos diferenciados para o atlas escolar, principalmente quanto a atualização e a inserção da interlocução entre o SIG, jogo e texto. A metodologia possibilita abordar diferentes temas, atender a aprendizagem ubíqua, garantir o acesso ao atlas por diferentes dispositivos, colocar o aluno como sujeito da sua aprendizagem e ampliar a interatividade. Espera-se que este trabalho contribua para motivar o desenvolvimento de atlas escolar com configurações que melhor atendam as novas gerações,\$aAbstract: Despite scientific and technological advances offer a significantly wider range of resources that can be used in the preparation of atlas, these, and especially those with school purpose, make little use of these resources or do poorly, for failing to consider important aspects of school reality and their students. Nowadays, students are more connected to cyberspace and transformed with the different languages offered by media and technological resources that arise every day. Students learn, think and communicate differently from previous generations and impose new demands on the school atlas that, if do not reach a level of development consistent with those users, run the risk of becoming outdated, unattractive and inefficient in its function of contributing to the learning. This thesis proposes a methodology for the preparation of digital school atlas which aims to make it more attractive, motivating, actual and able to provide a learning environment for the contemporary young. The methodology is to provide tools and guidelines for creating electronic game, Geographic Information Systems (GIS) and integration into the Atlas platform. It also provides procedures to assist in the definition of the variables that compose and determine the objectives and characteristics of Atlas, to automate the update of its contents, and in the selection, acquisition and preparation of content that contributes for students learn to learn. To ensure a workable methodology and find technological and pedagogical solutions, it was applied in the construction of the prototype of the Environmental Atlas of cane sugar in the State of São Paulo. It was concluded at the end of this work that, the preparation of an atlas with this method, mainly with the inserting the game, requires more time for its implementation and participation of professionals from different areas and also in greater numbers compared existing methodologies. However, it brings different mechanisms for school atlas, especially as the updating and insertion of the dialogue between the SIG, game and text. The methodology enables the approach of different themes and includes the ubiquitous learning, ensuring access for different devices, place the student as the subject of their learning and provide greater interactivity increasing the possibility of interaction. It is hoped that this work will contribute to motivate the development of school atlas with settings that best meets the new generations


Abstract: Abstract: Despite scientific and technological advances offer a significantly wider range of resources that can be used in the preparation of atlas, these, and especially those with school purpose, make little use of these resources or do poorly, for failing to consider important aspects of school reality and their students. Nowadays, students are more connected to cyberspace and transformed with the different languages offered by media and technological resources that arise every day. Students learn, think and communicate differently from previous generations and impose new demands on the school atlas that, if do not reach a level of development consistent with those users, run the risk of becoming outdated, unattractive and inefficient in its function of contributing to the learning. This thesis proposes a methodology for the preparation of digital school atlas which aims to make it more attractive, motivating, actual and able to provide a learning environment for the contemporary young. The methodology is to provide tools and guidelines for creating electronic game, Geographic Information Systems (GIS) and integration into the Atlas platform. It also provides procedures to assist in the definition of the variables that compose and determine the objectives and characteristics of Atlas, to automate the update of its contents, and in the selection, acquisition and preparation of content that contributes for students learn to learn. To ensure a workable methodology and find technological and pedagogical solutions, it was applied in the construction of the prototype of the Environmental Atlas of cane sugar in the State of São Paulo. It was concluded at the end of this work that, the preparation of an atlas with this method, mainly with the inserting the game, requires more time for its implementation and participation of professionals from different areas and also in greater numbers compared existing methodologies. However, it brings different mechanisms for school atlas, especially as the updating and insertion of the dialogue between the SIG, game and text. The methodology enables the approach of different themes and includes the ubiquitous learning, ensuring access for different devices, place the student as the subject of their learning and provide greater interactivity increasing the possibility of interaction. It is hoped that this work will contribute to motivate the development of school atlas with settings that best meets the new generations,\$aAnálise Ambiental e Dinâmica Territorial,\$aDoutora em Geografia


Referência: LIMA, Suely Franco Siqueira. Proposta metodológica para a construção de atlas escolar digital e de jogo interativo na escola. 2015. 1 recurso online ( 177 p.). Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Geociências, Campinas, SP. Disponível em:

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