Detalhes bibliográficos
Ano de defesa: |
2014 |
Autor(a) principal: |
Blasiis, José Augusto de |
Orientador(a): |
Josgrilberg, Fábio Botelho |
Banca de defesa: |
Lima Júnior, Walter Teixeira,
Gosciola, Vicente |
Tipo de documento: |
Dissertação
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Tipo de acesso: |
Acesso aberto |
Idioma: |
por |
Instituição de defesa: |
Universidade Metodista de São Paulo
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Programa de Pós-Graduação: |
PÓS GRADUAÇÃO EM COMUNICAÇÃO
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Departamento: |
Processo Comunicacionais
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País: |
BR
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Palavras-chave em Português: |
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Palavras-chave em Inglês: |
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Área do conhecimento CNPq: |
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Link de acesso: |
http://tede.metodista.br/jspui/handle/tede/701
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Resumo: |
The purpose of the work is to set up a functional and exploratory project that, coming from cognitive cartography, which is defined as art, theory and the technique of building up Maps of Knowledge (OKADA, 2008), looked to format with this cartography its applicability in the structuring of a set of modules in communication studies. Similar to the concept of conceptual, or cognitive maps, they represent organized knowledge and are composed of concepts. These maps were developed in the 1970s by researcher Joseph Novak (1977). The following thesis was build up having as its basis relationship softwares separated by themes and interests, the concept of a tree of related knowledge. This experience proposes the construction of a process of navigation on a three-dimensional environment, using 3D software which will operate as apps with the engine of a video game, which are graphic motors. The data base and the interaction between texts and tasks is made with the use of the MediaWiki platform, an open-source software which maintains the website Wikipedia. The platform for the maps are operated by a software which is like FlashMeeting, used for web conferences, and Mindjet, as well as CMAPS, for the construction of maps, and also, used for the mapping and navigation on the web. Most of them are open-source software. All operating systems in presence or modulation EAD. The conceptual basis is structured within a vision of disruptive education, which launches a new educational model based on maps, as an approach within a multi-screen world, a world of hyper was a hypermodern world, which is based on a culture of the technological age, a renovation of the concepts of culture, now refreshed in the light of new technologies and new networked society. |