scholarly journals A ELABORAÇÃO DE MATERIAL DIDÁTICO UTILIZANDO O H5P: possibilidades para o ensino de História

2021 ◽  
Vol 6 (2) ◽  
Author(s):  
Fernanda Bassani ◽  
Hércules Alves de Oliveira Junior ◽  
Romeu Miqueias Szmoski ◽  
Hernani Batista da Cruz
Keyword(s):  

A utilização das Tecnologias da Informação e Comunicação - TICs em cursos nas modalidades presencial e a distância é recorrente. Com estes recursos, é possível a elaboração de um material didático mais atrativo; com um design instrucional/educacional bem estruturado, faz com que o conteúdo proposto tenha um melhor aproveitamento na aprendizagem. O objetivo deste trabalho é apresentar o H5P (HTML 5 Package), um plugin que pode ser utilizado no Moodle, Word Press e Drupal, sendo ele totalmente gratuito. Com essa ferramenta, você pode criar materiais com conteúdos mais elaborados, interativos e gamificar suas atividades. O texto tem por base a literatura que aborda questões de gamificação, apresentada por Mattar; Design instrucional, abordada por Filatro e a aprendizagem significativa de Ausubel. Num primeiro momento, é apresentado o H5P; na sequência, as possibilidades de apresentação de conteúdo e atividades a partir deste recurso com os métodos mais adequados segundo o Design instrucional; e por fim, aponta as aplicações desta ferramenta para o ensino de História. O material elaborado e as atividades foram inseridos em um curso de Licenciatura em História de uma Universidade pública. Os resultados são parciais, entretanto obtivemos o feedback positivo dos acadêmicos num primeiro semestre de aplicação, onde os relatos apontam um melhor aprendizado da aplicação de atividades em diferentes formatos.Palavras-chave: REAS. Tecnologias para Educação. H5P.

2019 ◽  
Vol 1 (1) ◽  
pp. 39-48
Author(s):  
Nyimas Sopiah ◽  
Redho Aidil Iqrom

This research produced an Palembang Exlore application which is an application for tourism promotion in Palembang City. Tourism here is not only historical sites, but also can be other tours, including historical or famous places / buildings in a city, where you can buy souvenirs or souvenirs, where to buy special foods from a region or culinary, and so on. This application is useful for tourists, both domestic and foreign who will visit the city of Palembang. So that tourists are expected to know all the tourist attractions that can be visited, ranging from tourist places or historic buildings to culinary tours of the city of Palembang. The method used in making this application or software uses the Extreme Programming method which consists of several stages, namely planning, design, coding and testing. The application is made using HTML 5 programming language. This application is used through the Android operating system


Computer ◽  
2010 ◽  
Vol 43 (4) ◽  
pp. 13-15 ◽  
Author(s):  
Steven J Vaughan-Nichols
Keyword(s):  
Html 5 ◽  

2018 ◽  
Vol 55 ◽  
pp. 04014
Author(s):  
Svetlana Kuchina

The article deals with the questions of electronic literary text cohesion and coherence specifity. Development of informational and communicational technologies in modern world transformed the text materiality. Nowadays its basic categories relate mostly to the electronic communication features. Electronic text became significant in all spheres of human communication. This factor makes this phenomenon relevant for the research and educational options on the topic. The research materials include several electronic texts (based on different platforms and technologies such as Adobe Flash, Scalar, HTML 5) that demonstrate the use of conceptually valid poly-code elements in their semantic structure. The basic characteristics of the text (printed or electronic) are the categories of cohesion and coherence. The cohesion specifity results from dual (verbal and non-verbal) structure of electronic literary text. The author suggests that the structural aspect of the electronic literary text semantic cohesion is not isolated from the other types of verbal and nonverbal elements correlations because it is not semantic self-contained and complete. The semantic cohesion of electronic literary text poly-code elements is usually represented in both structural and identifying aspects.


2019 ◽  
Vol 4 (2) ◽  
pp. 18-23
Author(s):  
Sucianna Ghadati Rabiha ◽  
Emny Harna Yossy ◽  
Sasmoko Sasmoko ◽  
Samuel Anindyo Widhoyoko ◽  
Yasinta Indrianti

Kebutuhan akan konsep dan mekanisme pengajaran dan pembelajaran berbasis teknologi informasi semakin tinggi. Hal ini dikarenakan perkuliahan di kelas memiliki batasan pada pertemuan sehingga waktu yang tersedia untuk melakukan interaksi belajar terbatas. Permasalahan tersebut dapat diatasi dengan menggunakan media teknologi komunikasi informasi yang disebut E-Learning. E-Learning menjadikan kuliah lebih interaktif karena siswa dapat berinteraksi dengan pembelajaran yang lebih luas melalui internet. Berdasarkan permasalahan dan manfaat dari E-Learning, maka Prof. Sasmoko berinisiatif membuat aplikasi E-Learning untuk mata kuliah yang diajarkan yaitu metode penelitian yang diberi nama sasmoko.com. Aplikasi dibuat menggunakan metode siklus hidup pengembangan sistem informasi (Life Cycle System Development Methodology) karena dapat melihat masalah secara sistematis dan struktural yang diawali dengan analisa perancangan, koding, dan pengujian sistem. Aplikasi menggunakan teknologi HTML 5 untuk interface dan Mysql untuk database. Adapun hasil yang didapatkan berupa aplikasi yang dapat membantu kegiatan belajar mengajar diluar jadwal seperti penyediaan materi, kuis atau tes, referensi berupa jurnal dan perpustakaan serta diskusi secara online


Author(s):  
Miguel Pineda ◽  
Omar Garcia ◽  
Armando Aguilar ◽  
Frida León

Interactive digital book was produced on the topics importance of statistics and presentation of information, for the statistical subjects taught at the Faculty of Higher Studies Cuautitlán, the book was made with an interactive approach, that is, in most chapters there are HTML5 objects that students can access by connecting to the Internet from any mobile device or PC. The themes of this interactive book were statistics, variables and measurement levels, pie graph, bar graph, histogram, dot graph, stem and leaf graph, line graph and form. The interactive digital book contemplates that each chapter indicates prerequisites, learning objectives, written development of the topic in the form of questions and answers, videos with explanation, interactive exercises, widget (html 5, interactive galleries, interactive images, etc.) review questions, internet activities and resources.The interactive digital book will offer students a full-screen experience with galleries, videos, interactive diagrams, mathematical expressions and more, these books bring content to life in ways that a printed page cannot. Students will no longer be limited to static images illustrating traditional texts, but can now immerse themselves in an image with interactive captions, bringing an answer to life in a chapter review.They can flip through a book by simply sliding a finger on the screen. They can also highlight text, take notes, search for content, and find definitions in a glossary very easily. Plus, they can take them wherever they go, allowing students to learn not only within the classroom walls, but also in the virtual space that these books make up.


2019 ◽  
Vol 6 (1) ◽  
pp. 69-76
Author(s):  
Wawan Gunawan
Keyword(s):  

Huruf Hijaiyah atau huruf arab digunakan untuk membaca Al-Quran oleh orang-orang muslim di seluruh dunia sejak zaman dahulu. Mempelajari huruf hijaiyah merupakan suatu langkah awal untuk membaca kitab suci Al-Qur’an. Untuk meningkatkan kemampuan membaca huruf hijaiyah pada anak sangat diperlukan pemilihan metode atau media pembelajaran yang tepat serta strategi yang baik, karena memiliki andil yang sangat besar dalam proses pembelajaran. Sistem android merupakan sistem operasi yang banyak diminati oleh masyarakat dunia, sehingga aplikasi pembelajaran yang akan dapat digunakan di mana saja dan kapan saja. Konten yang diperlukan oleh pengguna dapat diakses dengan mudah dan dilengkapi dengan fasilitas multimedia yang mampu menggabungkan antara teks, gambar, dan suara dalam satu device. Dalam media edukasi ini, penulis membuat aplikasi untuk mengenalkan huruf hijaiyah beserta suara cara pengucapanya, yang menarik agar anak usia dini tertarik belajar huruf hijaiyah. Aplikasi pembelajaran yang akan digunakan untuk usia 3 sampai 9 tahun ini berisi materi pembelajaran huruf hijaiyah sampai dengan latihan-latihan.  Perancangan aplikasi pengenalan huruf hijaiyah ini dikembangkan dengan pemrograman berbasis objek yaitu menggunakan Construct 2 berbasis HTML 5.


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