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image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Universidade de Lisb...arrow_drop_down
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
image/svg+xml Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao Closed Access logo, derived from PLoS Open Access logo. This version with transparent background. http://commons.wikimedia.org/wiki/File:Closed_Access_logo_transparent.svg Jakob Voss, based on art designer at PLoS, modified by Wikipedia users Nina and Beao
UTL Repository
Master thesis . 2016
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Design como ferramenta de criatividade na educação da criança

Kit criativo - produto didático pedagógico
Authors: Carneiro, Beatriz Berger dos Santos Saldanha;

Design como ferramenta de criatividade na educação da criança

Abstract

Esta investigação de abordagem teórica-prática consiste num estudo focado na disciplina do Design como ferramenta de criação e de comunicação, partilha de conhecimentos culturais e artísticos e interação pessoal entre crianças, jovens, professores e designers. O Design como disciplina artística, cultural, tecnológica, interventiva na sociedade e solucionadora de problemas, é materializado a partir de vários processos e metodologias em que a criatividade tem uma função dominante. Partindo deste pressuposto, coloca-se em questão se esta ferramenta não poderá servir como um veículo de motivação e auxílio no desempenho escolar e vida futura dos jovens e crianças do 2º e 3º ciclo (10 aos 14 anos de idade), de escolaridade. Este grupo etário, escolhido como alvo do projeto, apresenta facilidade de adaptação, abertura a novas experiências e conhecimentos. Pretende-se, através de um produto didático, com que as crianças melhorem comportamentos ao nível social e pessoal, adquirindo novos saberes e aptidões, muitas vezes já existentes, mas desconhecidos pelo próprio aluno. Questiona-se principalmente, se instituições, ateliers para crianças e aulas de Educação Tecnológica e Visual, não poderão ser complementados, com o auxílio de um novo equipamento e serviço que recorra a metodologias participativas, métodos de resolução de problemas e diversos processos criativos que estimulem a criatividade do nosso público, auxiliem no desenvolvimento cognitivo e nas capacidade de motricidade fina da criança. O produto criado, consiste assim, num equipamento didático e pedagógico que materializa o processo de Design, transpondo-o para um jogo em equipa, pensado como ferramenta complementar a aplicar nas aulas de Educação Visual ou Educação Tecnológica e/ou, no âmbito de outras atividades a desenvolver noutras instituições.

ABSTRACT: This study is a theoretical/practical approach focused on the discipline of Design as a creative and communication tool, a sharing of cultural and artistic knowledge with a personal interaction among children, youth, teachers and designers. Design a san artistic subject, cultural, technological, intervening in society and problem solver, is materialized by the use of various processes and methodologies, where creativity has a dominant role. On that basis one questions whether this tool cannot serve as a vehicle for motivation and assistance in school performance and future lives of students in the 2nd and 3rd cycle (10 to 14 years old) of schooling. This age group, chosen as target of the project, presents adaptation, openness to new experiences and knowledge. It is intended, through a didactic product, that children improve behavior in social and personal level, acquiring knowledge and skills, often existing, but unknown by the student himself. We especially question if institutions, workshops for children and classes for Technological Education and Visual Education may not be supplemented with the help of a new equipment and service that uses participatory methodologies, problem-solving methods and different creative processes, using a game to stimulate creativity in our public, aiding cognitive development, visual and also motor skills. Therefore, the product created is thus a didactic and pedagogical equipment that materializes the process of Design, transposing it to a team game. Thought to be a tool or complementary service to be applied in Visual Education classes or Technical education and / or as part of other activities to be developed in other institutions.

Dissertação para obtenção do grau de Mestre em Design, apresentada na Universidade de Lisboa - Faculdade de Arquitetura.

Country
Portugal
Keywords

Processos de design, Crianças, Design de produto, Children, Product design

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selected citations
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This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
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