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Dissertação
Equipe Maker Steam: uma metodologia ativa para uma aprendizagem criativa
The territory of this research involves creative learning in order to answer the following question: How can a methodology with an emphasis on team collaboration contribute to creative learning in higher education? The overall goal is to investigate and experiment with the potential of an acti...
Autor principal: | CORDOVIL, Kleverton Robson da Silva |
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Grau: | Dissertação |
Idioma: | por |
Publicado em: |
Universidade Federal do Pará
2023
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Assuntos: | |
Acesso em linha: |
https://repositorio.ufpa.br/jspui/handle/2011/15915 |
Resumo: |
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The territory of this research involves creative learning in order to answer the following
question: How can a methodology with an emphasis on team collaboration contribute
to creative learning in higher education? The overall goal is to investigate and
experiment with the potential of an active methodology, inspired by the STEAM
movement and Maker Culture, with an emphasis on team collaboration and
engagement, to promote creative learning in higher education. As a research method,
we adopted the cartography method, which allows the researcher to transit and be part
of the possible territories of the research, since it is a research-intervention that seeks
to map subjective processes in order to make visible what happens in encounters,
crossings and experiences. The method transforms a goal-determined walk (hódos)
into a hódos-metá, a walk that is created and transformed during the research. It is a
rhizomatic movement, focused on experience and the use of clues. Here, the clues
chosen were: i) research-intervention; ii) cartographer's attention; iii) following
processes; and iv) narrative politics. As narrative we were inspired by the book "The
War of the Worlds" by Herbert George Wells. This work presents the hostile arrival of
aliens on planet Earth, which facilitates the adaptation of some real facts that occurred
between the years 2021 and 2022. The theoretical foundations that guide the concept
of creative learning adopted in this research appropriates the contributions of Paulo
Freire (1996, 2014) on learning, the main ideas of psychoanalyst Donald Winnicott
(1975) on creativity, the contributions of artist Ostrower (2014) on sensitivity and
creativity, the thought of pedagogue Jorge Larrosa (2014) on experience, and the
contributions of researcher Ivani Fazenda (2008) on interdisciplinarity. Concept that
intertwines with learning with the other to strengthen the individual's perception of
collectivity and increase their confidence, which makes learning participatory and
autonomous. In this context, the STEAM movement allied with the Maker culture
presents itself as an interdisciplinary proposal, capable of integrating theory and
practice, with the perspective of originating knowledge through experience. To produce
the research data, workshops were held with higher education students and the
cartographies carried out mapped the creative and innovative potential of the Maker
Steam Team. As a consequence of the encounters and crossings that took place
during the research, a methodology guide was created. |