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Dissertação
Atos e lugares de aprendizagem criativa em matemática
Acts and Places of creative learning in mathematics is the cartography of experiences and interdisciplinary experiences in places of learning that pontentialize creative learning to autonomous. Acts guided by principles of Maker Culture ("learning by doing") and the STEAM methodology (acronym for...
Autor principal: | NERI JÚNIOR, Edilson dos Passos |
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Grau: | Dissertação |
Idioma: | por |
Publicado em: |
Universidade Federal do Pará
2020
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Assuntos: | |
Acesso em linha: |
http://repositorio.ufpa.br:8080/jspui/handle/2011/12172 |
Resumo: |
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Acts and Places of creative learning in mathematics is the cartography of experiences
and interdisciplinary experiences in places of learning that pontentialize creative learning
to autonomous. Acts guided by principles of Maker Culture ("learning by doing") and
the STEAM methodology (acronym formed by the initials of the disciplines Science,
Technology, Engineering, Art e Math). Places (real or imaginary) that are centers of
meaning built by experience, experience as a possibility of something in the affection
and touches, to transform who we are and the world around us. The main research
goal is to investigate how interdisciplinary actions can help creative learning in math.
As starting points of the research elected the Departure Places to present the initial
and theoretical milestones that characterized a research. Initial milestones that take to
the theme of the dissertation and the theoretical milestones that justify and indicate the
results of the research. As theoretical milestones, we adopt the method of cartography
such as method of research based in the proposal of cartography of the philosophers
Gilles Deleuze and Felix Guattari; The concept of creative learning inspired by the ideas
of the educator Paulo Freire and the psychoanalyst Donald Winnicott and the concept
of interdisciplinarity proposed by Ivani Fazenda. Thus, the research was fullfilled by a
researcher-cartographer who is a subject of interdisciplinary experience and who wishes
to follow processes, accomplish creative actions and conditions innovative educational
resources with the objective to estimulate e promotion a creative intelligence in higher
mathematics. The places chosen for the actions were the Garage, the Atelier and the
Gardner House. The Garage proposal is try a "mathematical hands dirty" by prototyping
learning objectives in the 3D printer. The Atelier is the space of interdisciplinarity
between math, technology and art that objective stimulate sensibility by rereading art
and creative productions. At Gardner House, actions are also permeated by the playful,
simple pleasure of solving a problem or unraveling a riddle. Finalizing with the Place of
the Conflux, place to where to the results of the research converge; a meeting point of
the lived experiences and point of opening for new possibilities of research. |