DOCUMENTATION
SPACE FOR KIDS PROJECT
Introduction
A project created to help and encourage education for children in the 7 to 9 age group. Focusing the story on the timelines of future rocket launches and following the routes and ultimate goal of the mission.
The stories begin with the training received from data of an API, so after the beginning of the course random actions will happen during the course, with each action taken the learner will receive new knowledge in an interactive and playful way.
Fundamentals
The educator has an essential role since he can help the student; however, the educator must pay attention to the type of help he provides. In defending the importance of the educator in teaching Skkiner (1972, p. 136) states that the same "should induce the student to act, but must be careful how to do it."
Freire (1997) in the book Professora Sim, Tia Não reaffirm the importance of the affective and intuitive components in the construction of knowledge, to verify the preference of the student for school materials and activities, it is important to make available the most diverse school products in situations of free choice .
The incorporation of games, games and toys in pedagogical practice, can develop different activities that contribute to numerous learning and to the expansion of the network of constructive meanings for both children and young people. The playful can be used as a teaching and learning strategy.
The teacher is the key part of this whole process, and should be seen as an essential and fundamental element. The 7 to 9 year old ludic has a great precision of movement, being a totally viable stage to encourage sports activities and those who demand physical effort, need to move to social life, need motivation in the development of their intellect, with actions that reflections and discoveries.
Creativity
The ludic in the school life of the student is a very effective way to pass through the universe of children to print the adult universe, our knowledge and especially the way we interact. The act of playing stimulates the use of memory that, when it comes into action, amplifies and organizes the material to be remembered, all of this is related to the gradual appearance of the processes of language, which reorganize the emotional experience and elevates the child to a level of psychic processes.
As the timeline of each space mission is brought in to generate new broken stories and interactive actions to the user the project becomes continuous bringing new information of learning during the stages of its life.
With playful stories that reflect the reality of space missions to be accomplished and simultaneously generating random actions for user interaction and reflecting on a scoring system for it, and each week / mission, new stories make the become unique in the market.
Product
As the main challenge is collecting flight schedules and launch dates, our project relies on these types of data as well as other data provided by space agencies / companies for the automatic generation of stories. So the solution is fast implementation, with the animation and graphics approach being the most critical point of the project. Finishing the craft-oriented animation technology makes it user-friendly.
The factors that enter into the decision to launch, changes in the scheduling of the missions are in the random actions in a playful way and simple contextualization for the target audience.
Viability
As the system will automatically work on story generation and random actions are pre-recorded in databases on a continuous basis the need for maintenance is reduced, this makes the effective cost of the project also become reduced, since the main cost center is maintenance.
The system has a high degree of portability, causing the application to have its execution in mobile systems. Easy maintenance is due to the fact that the addition of new object catalog designs, such as rockets, and the addition of new continuous actions to each mission makes the project over time become more and more complete.
The main disadvantage of the project is how the data will be received from third-party environments, since the dependence of the data for the automatic generation of the stories is of primary necessity.
Sustainability
Further development will focus on design and animation, increase of the image / vector of objects used, refactoring and code optimization. As the project has an easy application in technical terms, it becomes easy to take advantage of external agents.
The stories begin with the training received from data of an API, so after the beginning of the course random actions will happen during the course, with each action taken the learner will receive new knowledge in an interactive and playful way.
Further development will focus on design and animation, increase of the image / vector of objects used, refactoring and code optimization. As the project has an easy application in technical terms, it becomes easy to take advantage of external agents.
GENERAL DESCRIPTION
SPACE FOR KIDS PROJECT
A project created to help and encourage education for children in the 7 to 9 age group.Focusing the story on the timelines of future rocket launches and following the routes and ultimate goal of the mission.
The stories begin with the training received from data of an API, so after the beginning of the course random actions will happen during the course, with each action taken the learner will receive new knowledge in an interactive and playful way.
SpaceApps is a NASA incubator innovation program.