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A matemática está presente no dia a dia das pessoas, desde o nascimento e em várias situações da vida cotidiana. Na escola, os saberes matemáticos são ensinados sistematicamente, organizados pelo currículo e mediado pelos professores, pelo livro didático, pelos recursos tecnológicos, pelas metodologias conhecidas pelos professores e pelas inúmeras interações que se fazem possíveis nos desafios diários da prática pedagógica. É preciso ressignificar o ensinar e o aprender Matemática na escola, para superar a ideia de um conhecimento elitista, complexo e sem aplicabilidade na vida cotidiana, associando as práticas cotidianas, de tal modo que a aprendizagem aconteça de forma efetiva, evitando-se, assim, possíveis dificuldades. Essa obra é um convite para mergulhar em águas mais profundas e ressignificar o fazer Matemática nos dias atuais.
O que apresentamos nos 29 capítulos elaborados por 58 autores que compõem esse livro são estudos originais, oriundos das dissertações e teses, produzidas pelos egressos do Programa Stricto Sensu –- Metodologias para o Ensino de Linguagens e suas Tecnologias- da Universidade Pitágoras Unopar, como atividade comemorativa das 10 turmas formadas. Nesse livro, autores apresentam seus estudos em vídeos que podem ser apreciados nos links que se encontram ao final dessa obra. No conselho editorial nos honram professores e pesquisadores parceiros de diferentes instituições do País. O capítulo I descreve a taxa de crescimento do número de dissertações e teses relacionados ao programa s...
Computers, communications, digital information, softwareâ€"the constituents of the information ageâ€"are everywhere. Being computer literate, that is technically competent in two or three of today's software applications, is not enough anymore. Individuals who want to realize the potential value of information technology (IT) in their everyday lives need to be computer fluentâ€"able to use IT effectively today and to adapt to changes tomorrow. Being Fluent with Information Technology sets the standard for what everyone should know about IT in order to use it effectively now and in the future. It explores three kinds of knowledgeâ€"intellectual capabilities, foundational concepts, and skillsâ€"that are essential for fluency with IT. The book presents detailed descriptions and examples of current skills and timeless concepts and capabilities, which will be useful to individuals who use IT and to the instructors who teach them.
This book constitutes the revised selected papers of the 9th International Conference on Cloud Computing, Big Data & Emerging Topics, JCC-BD&ET 2021, held in La Plata, Argentina*, in June 2021. The 12 full papers and 2 short papers presented were carefully reviewed and selected from a total of 37 submissions. The papers are organized in topical sections on parallel and distributed computing; machine and deep learning; big data; web and mobile computing; visualization.. *The conference was held virtually due to the COVID-19 pandemic.
Teaching and Digital Technologies: Big Issues and Critical Questions helps both pre-service and in-service teachers to critically question and evaluate the reasons for using digital technology in the classroom. Unlike other resources that show how to use specific technologies – and quickly become outdated, this text empowers the reader to understand why they should (or should not) use digital technologies, when it is appropriate (or not), and the implications arising from these decisions. The text directly engages with policy, the Australian Curriculum, pedagogy, learning and wider issues of equity, access, generational stereotypes and professional learning. The contributors to the book are notable figures from across a broad range of Australian universities, giving the text a unique relevance to Australian education while retaining its universal appeal. Teaching and Digital Technologies is an essential contemporary resource for early childhood, primary and secondary pre-service and in-service teachers in both local and international education environments.
The design for Quest to Learn, an innovative school in New York City that offers a “game-like” approach to learning. Quest to Learn, an innovative school for grades 6 to 12 in New York City, grew out of the idea that gaming and game design offer a promising new paradigm for curriculum and learning. The designers of Quest to Learn developed an approach to learning that draws from what games do best: drop kids into inquiry-based, complex problem spaces that are built to help players understand how they are doing, what they need to work on, and where to go next. Content is not treated as dry information but as a living resource; students are encouraged to interact with the larger world in w...
This book gathers the latest advances, innovations, and applications in the field of information technology in civil and building engineering, presented at the 18th International Conference on Computing in Civil and Building Engineering (ICCCBE), São Paulo, Brazil, August 18-20, 2020. It covers highly diverse topics such as BIM, construction information modeling, knowledge management, GIS, GPS, laser scanning, sensors, monitoring, VR/AR, computer-aided construction, product and process modeling, big data and IoT, cooperative design, mobile computing, simulation, structural health monitoring, computer-aided structural control and analysis, ICT in geotechnical engineering, computational mechanics, asset management, maintenance, urban planning, facility management, and smart cities. Written by leading researchers and engineers, and selected by means of a rigorous international peer-review process, the contributions highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaborations.
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with teachers and pupils alike. Klopfer here describes the largely untapped potential of mobile learning games to make a substantial impact on education.
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.
An Introduction to Game Studies is the first introductory textbook for students of game studies. It provides a conceptual overview of the cultural, social and economic significance of computer and video games and traces the history of game culture and the emergence of game studies as a field of research. Key concepts and theories are illustrated with discussion of games taken from different historical phases of game culture. Progressing from the simple, yet engaging gameplay of Pong and text-based adventure games to the complex virtual worlds of contemporary online games, the book guides students towards analytical appreciation and critical engagement with gaming and game studies. Students w...