CARTOON: AN INTRODUCTION TO ART AND TECHNOLOGY IN SCHOOL
Professional Master's degree. Technology in the classroom. 2D digital animation. Art education.
This dissertation analyzes the use of technology and art in the classroom from cartoon, developed from techniques linked to the devices that students use in their daily lives. The use of own technological devices themselves is often viewed negatively but, depending the way of teaching, can help in discovering new knowledge with immediate connections to and even outside the school community. This work will also be analyzed the difficulties that exist regarding new technologies related to students and teachers, the possible software to make art, in our case animation and its usability in the Art class. The text will be developed from experience in the computer lab of the Ana Júlia de Carvalho Mousinho State School, which will be our main source of research. The objective is to analyze the production of cartoons created by a group of 30 students from the 1st grade of high school, in an animation workshop whose creation of the students will be developed by mobile phones or tablets, showing ways to extend the use of these tools to classes. Arts. For the set of theorists used in the research, highlight to Paulo Freire (2002) and Edgard Morin (2005) for the search for the autonomy of our students in this complex world around us, in educational terms; as well as Ana Mae Barbosa (2010) for the artistic content in education; José Moran (2000) in the use of technologies in the classroom; Jorge Bondia (2002) and Fernanda Aiub (2017) in search of experience in animation classes; among other authors who somehow elucidate the teaching of arts and technology.