Abstract

The Gibrincar Project presents a new purpose on the teaching and learning process, linking technology with the educational methodologies in a graphic environment estimulating the learning. In order to get this, we explore the reading process searching for the written comprehension. With this target achieved, we begin the building of a comics which tells us the read and interpreted text after that, we have the story printed and finally the students can be able to explore the entertainment games linked to the context. The relevant point of the project is the interaction man and machine, reached mainly with the comics creation. Where it is available a set of images for the picture edition, reaching the acquired knowledge in the previous read text. All this scenario was developed using the Visual Basic program language interlinked with the Flash platform inside a managing scope to the object. Visual Basic allowed the creation of routines to most different resources and the Flash contributed to a graphic presentation in order to execute determined logical administrations. The first purpose of Gibrincar is supported on characters of Brazil history, however it can be portable to any other subject at which fits this purpose. Through this dynamic, we have condition to visualize a new scenario in the learningteaching process, providing the sedimentation of the student learning in a computerization environment so that the students are attracted to this kind of technology absolutely indischargeable nowadays.

Highlights

  • The learning process bases on diverse types of knowledge: a man and society, a world vision

  • The Gibrincar project if characterizes for being a software that presents defined activities to be offered to the citizen that interacts with the program

  • Taking in consideration the thematic described, the Gibrincar project was evaluated by some professors of history of private schools and was signaled that it presents definitive questions that take care of the curricular necessity and presents technique-aesthetic friendly

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Summary

Introduction

The learning process bases on diverse types of knowledge: a man and society, a world vision. Computer science, when adopted in the schools, must be combined to the resume, not as a disciplines, but as a tool, to multidiscipline, consisting in some thing more than the professor can count to carry through its work well; developing activities that take to a reflection on which the best form to use its resources, analyzing the characteristics of each discipline; carrying through the essential interaction between the diverses disciplines and the resources of computer science When used in this way in the school, or either, the computer science in a service of an educational project, propitiates conditions to the pupils to work from subjects, projects or activities, appeared in the context of the classroom. In result of these situations, the pupils can count on the “computers magic”

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