3 resultados para Jogos educacionais

em Repositório Institucional da Universidade Federal do Rio Grande do Norte


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The present report is the result of an applied research in the educational entities of the third sector, aiming to demonstrate whether the financial influences the perception of users on the image of those entities. For both used the prospect of integrative marketing relationship adapting to and developing a set of indicators which bore the measurement of images from the model of Machado et al (2005) and Kotler and Fox (1994). The sample included a total of 187 parents and financial responsibility in 03 (three) institutions of education in Natal / RN. These data were processed by multivariate statistical analysis, factor analysis, linear regression, analysis of cluster and discriminant analysis. The factor analysis also identified 6 images perceived by users of services. Next were the relationships of cause and effect between the financial and images formed. In discriminant analysis, was identified two distinct groups of parents and guardians with financial perceptions similar and well defined. The result of the work shows that the differential level of financial participation of parents and guardians not influence the formation of the images formed from educational institutions of the third sector

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In a highly dynamic society such as we live, have access to the virtual world is an increasingly common practice, is aiming to study, work or to search leisure through chat rooms, sites and games, being incorporated by the most varied groups that end up appropriating these new possibilities of interaction, shaping them in order to adapt them to their needs / wants. The specific purposes pursued through the use of tools available over the Internet can vary considerably when one takes into account specific user groups, which makes the topic quite relevant to problematization, especially when we take into account access through lan houses. This research seeks to study the networks of knowledge, sociability and leisure formed by young people who frequented the "Lan house do Paulo" in São Gonçalo do Amarante - RN based on the use of the online role-playing-game World of Warcraft, which makes possible the interaction of several users through an avatar resident in a virtual world, theoretically questioning the importance of this type of platform for the development and maintenance of social interactions among its users

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The urban growth without the prior infrastructure has caused many environmental impacts such as the damage to quality of the water resources in the cities. Along with natural scarcity in some regions, this is one of the factors that limit the availability of drinking water. As a result, the conservation of drinking water is becoming one of the major concerns in sustainable architectural projects. Within this context, this dissertation proposes to develop the design of an educational building focusing on water consumption rationalization. The proposed project is located in UFRN Campus at Currais Novos, an area of warm and dry climate and low rainfall. The proposal seeks to integrate ways to reduce water consumption o to architecture, in order to exploit the advantages and savings. After quantifying the benefits achieved, it was concluded that it is possible to reduce significantly the drinking water consumption in educational buildings in universities using three principles: reduction the water consumption at the point of use, replacement of the water source and internal recycling. Calculations and simulations indicated that the proposed building may have water consumption up to 56% lower than if it would be provided by conventional facilities. Rationalization of water consumption brings direct and indirect benefits, with influences on the environmental, social and economic fields