26 resultados para Quiosque interativo


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La enseñanza desarrolló, así como los métodos y las técnicas de enseñar. Aquí el he/she piensa un método instrucción, en que el estudiante está más de un oyente simple: además la parte íntegra, él se llama para intervenir continuamente, mientras tocando una parte ancho, interactivo e involucrando, del contextualização del tema para ser trabajado -inclusivo, asocie día a día al his/her y contextual al programa de la disciplina de Química, hasta la manera como ese tema debe explorarse. La leche, el tema pone en correlación al origen del grupo de los estudiantes seleccionados, fue explorado, dentro de una visión sistémica, bajo el punto de vista de la composición de las propiedades de la industrialización y de la comercialización. Buscando prever los caminos de la construcción y organización del conocimiento de los estudiantes, se usó el modelo de administración mental de Antoine de La Garranderie y la teoría de aprender de Ausubel. El conocimiento de los estudiantes se supervisó antes, durante y al final de las actividades desarrolladas, práctica que permitió verificar la evolución y el nivel de asimilación conceptual de éstos con respecto al tema en el estudio. El análisis de los resultados obtenidos, después de la aplicación de una encuesta que contempla veinte asuntos, todo pertinentes al tema, demostró un nivel del uso sobre el promedio, lo que merecido la pena el método de enseñanza propuesta

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This thesis discusses family as a social and historical construction and concerns to the perceptions developed by the peripheral youth living in suburbs. It investigates the speeches of young boys and girls who take part in Engenho de sonhos a forum composed by a pool of eleven non-governmental organizations and UFRN which aim is the elaboration and execution of projects focusing local development of poor communities in violence and social exclusion context. Throughout interactive diagnosis seminars in five communities in West Side of Natal with six hundred teenagers, it was detected the need to work with family relationships. In order to build the methodological corpus a range variety of procedures were done such as: interviews, focal groups and psychosocial questionnaires with nine local young leaders. The purpose to understand data guided the research through the theory of social imagery and pointed out the following themes: conceptions, relationship, roles, family projects. Live stories of these young population reveals conflicts when it comes to the configuration of family ties, far from the family model stated by society. Family is also, in their perception, an important space to the development of affection, in experiences of all sorts, affecting personality development and determining behaviors in local contexts. The research concludes stating the urge to comprehend this academic work as a way to fight against symbolic and emotional poverty in family context producing discussions and critical reflection in a permanent relation between juvenile social vulnerability (characterized by lacks of all orders) and potential

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The study offers a global and interpretative view of the person-environment inter-action at André de Albuquerque Plaza, in Natal, RN, according to a descriptive-exploratory approach that aimed at learning about the space converted into place, as it is perceived and experienced by users, who attribute meaning to it. The main objective was to critically analyze the relationship person-plaza, based on data collected about users perception, utilization and ascribed meaning. I have employed an Environmental Psychology multi-method approach, including informal observations, interactive poster session, videotaping and interviews. The results indicated that the plaza, besides being a passage point, is also a spot of urban convergence for several groups, particularly taxi drivers, flanelinhas, skate boarders and students. In regard to the perception of the place, an overall positive evaluation of the plaza was verified, since people perceive selectively what interests them. In terms of usage, different groups of users presented diverse patterns of utilization, also observed in the attributed meanings. The plaza is a work place for taxi drivers and flanelinhas and a sports arena for the skate boarders, with a practical meaning for both groups. For students and other users it is a place for meeting and leisure, revealing a stronger affective quality, responsible for feelings of well being, tranquility and relaxation. The data so obtained could contribute for future government projects of intervention in those spaces, aiming at its preservation as an open spot among the concrete of city buildings, offering better quality of life, not only for today, but also for future generations

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The development of interactive systems involves several professionals and the integration between them normally uses common artifacts, such as models, that drive the development process. In the model-driven development approach, the interaction model is an artifact that includes the most of the aspects related to what and how the user can do while he/she interacting with the system. Furthermore, the interactive model may be used to identify usability problems at design time. Therefore, the central problematic addressed by this thesis is twofold. In the first place, the interaction modeling, in a perspective that helps the designer to explicit to developer, who will implement the interface, the aspcts related to the interaction process. In the second place, the anticipated identification of usability problems, that aims to reduce the application final costs. To achieve these goals, this work presents (i) the ALaDIM language, that aims to help the designer on the conception, representation and validation of his interactive message models; (ii) the ALaDIM editor, which was built using the EMF (Eclipse Modeling Framework) and its standardized technologies by OMG (Object Management Group); and (iii) the ALaDIM inspection method, which allows the anticipated identification of usability problems using ALaDIM models. ALaDIM language and editor were respectively specified and implemented using the OMG standards and they can be used in MDA (Model Driven Architecture) activities. Beyond that, we evaluated both ALaDIM language and editor using a CDN (Cognitive Dimensions of Notations) analysis. Finally, this work reports an experiment that validated the ALaDIM inspection method

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A colaboração na pesquisa é uma das tarefas centrais da área acadêmica. Atualmente, muitos pesquisadores estão utilizando meios modernos de troca de arquivos digitais através de ferramentas assíncronas e também com o uso de ferramentas mais sofisticadas, do tipo síncronas. Juntamente com o fato da crescente quantidade de artigos sendo gerados, mais complexos, diversificados e aumentando de forma desorganizada, o que trás ao pesquisador uma tarefa difícil para organizá-los de forma a se extrair o melhor conteúdo destes, isto ocorre porque uma subárea da Engenharia de Software (ES) ainda é bastante mal aproveitada, a Engenharia de Software Experimental (ESE). Utilizando-se de um dos tipos de experimentos que a ESE oferece, as revisões sistemáticas entram como uma solução bastante robusta, na qual o pesquisador pode identificar o conhecimento existente em uma área e planejar devidamente sua pesquisa, evitando a repetição de erros em pesquisas já efetivadas por outros pesquisadores no passado. Contudo, estas duas abordagens, a colaboração virtual de pesquisadores e a utilização de revisões sistemáticas, contem problemas: na primeira, sistemas colaborativos são geralmente difíceis de configurar e usar; na segunda, apesar da robustez da metodologia de revisões sistemáticas, ainda se torna necessário uma rigorosa revisão na literatura para se conseguir um resultado satisfatório. Assim, com o foco de unir estas duas abordagens, este trabalho propõe uma maneira de produzir revisões sistemáticas de forma organizada e com a possibilidade de interação entre usuários, com o desenvolvimento de um sistema interativo, no qual as revisões sistemáticas possam ser geradas por usuários em colaboração com outros e também ser avaliadas seguindo a orientação de um profissional da área, tornando o seu conteúdo mais consistente e de melhor qualidade. O sistema não possui níveis de acesso, ou seja, qualquer pessoa pode se cadastrar e usufruir de seus recursos, seja na área acadêmica ou mesmo na área profissional

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In this work we present a mathematical and computational modeling of electrokinetic phenomena in electrically charged porous medium. We consider the porous medium composed of three different scales (nanoscopic, microscopic and macroscopic). On the microscopic scale the domain is composed by a porous matrix and a solid phase. The pores are filled with an aqueous phase consisting of ionic solutes fully diluted, and the solid matrix consists of electrically charged particles. Initially we present the mathematical model that governs the electrical double layer in order to quantify the electric potential, electric charge density, ion adsorption and chemical adsorption in nanoscopic scale. Then, we derive the microscopic model, where the adsorption of ions due to the electric double layer and the reactions of protonation/ deprotanaç~ao and zeta potential obtained in modeling nanoscopic arise in microscopic scale through interface conditions in the problem of Stokes and Nerst-Planck equations respectively governing the movement of the aqueous solution and transport of ions. We developed the process of upscaling the problem nano/microscopic using the homogenization technique of periodic structures by deducing the macroscopic model with their respectives cell problems for effective parameters of the macroscopic equations. Considering a clayey porous medium consisting of kaolinite clay plates distributed parallel, we rewrite the macroscopic model in a one-dimensional version. Finally, using a sequential algorithm, we discretize the macroscopic model via the finite element method, along with the interactive method of Picard for the nonlinear terms. Numerical simulations on transient regime with variable pH in one-dimensional case are obtained, aiming computational modeling of the electroremediation process of clay soils contaminated

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Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction and Motor Imagery, the present work describes the development of a digital game concept aimed at motor rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a playful and engaging way. The research hypothesizes that an interactive digital game based on Motor Imagery contributes to patients' raised commitment in the stroke sequel rehabilitation process. The research process entailed the investigation of 10 subjects who live with sequels caused by stroke - it was further established that subjects were over 60 years old. Using as foundation an initial survey regarding target-users' specificities, where an investigation on subjectrelated aspects was carried out through Focus Group (n=9) and Contextual Analysis (n=3), having as subjects elderly individuals, a list with the necessary requirements for the conceptualization of a digital game was fleshed out. The initial survey also enabled the establishment of preliminary interactions for the formulation of game prototypes. At first, low-resolution prototypes were used, with two distinct interaction models for the game - one with a direct approach to the Motor Imagery concept, and another using a narrative with characters and scene settings. The goal was to verify participants' receptivity regarding the addition of playful activities into game dynamics. Prototypes were analyzed while being used by five patients, through the Cooperative Evaluation technique. The tests indicated a preference for option with elements in a playful narrative. Based on these results high fidelity prototypes were created, where concepts close to the game's final version were elaborated. The High Fidelity prototype was also evaluated with four patients through the Cooperative Evaluation technique. It was concluded that elderly individuals and patients were receptive to the idea of a digital game for the rehabilitation from sequels caused by stroke; that, for the success of devices aimed at these cohorts, their contexts, needs and expectations must be respected above all; and that user-centered design is an essential approach in that regard.

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Portuguese textbook has been the focus of many investigations, nevertheless, the theme still has much to be discussed, reflected and broadened. This conviction mobilized us to perform this research, seeking to answer three questions: (1) how does the author of the textbook induce the student to give his opinion in comprehension questions of text in Portuguese textbook of 4th and 5thgrade? Which enunciative links are used by the author of the textbook in comprehension questions of text concerning to the assumption of enunciative responsability? And (3) Which enunciative links are used by the author of the textbook in comprehension questions of text concerning to the non assumption of enunciative responsability? In this direction, we define as objective to id entify, describe, analyze and interpret how the (non) assumption of enunciative responsibility materializes itself in Portuguese textbooks. The theme is echoed in the guidelines of the Parâmetros Curriculares Nacionais PCN (1998; 2001), who assume that all education committed to citizenship need to create conditions in order the student can develop his discursive competence" (BRAZIL, 1998, p. 23). This assertion of PCN (1998; 2001) is closely related to our research object, and therefore, it has corroborated to the accomplishment of this study. So, we analyze the comprehension questions of the texts that are elaborated by the authors of Portuguese textbooks of the 4th and 5th grade, used at public schools in the city of Natal-RN in 2010. As a theoretical basis, we have considered the postulates of Textual Analysis of Discourses ATD and Enunciative Linguistics. Our research was mainly based on the studies of Adam (2011), Nølke (1994; 2001; 2006; 2009; 2013), Nølke, Fløttum e Norén (2004) Rabatel (2004; 2005; 2008; 2009), Guentchéva (1994; 1996). Our data analysis revealed that the authors of Portuguese textbooks explore the reading comprehension, inducing students to answer questions that may be categorized like: (1) induction to the assumption of enunciative responsibility, (2) induction for non assumption the enunciative responsibility, (3) orientation for the study of vocabulary and grammar and (4) orientation of extra themes. The results from the comparison of the books of 4th and 5th grade of the two analyzed collections, we observed through the links of (non) responsability Nølke (1994; 2001; 2006; 2009; 2013), Nølke, Fløttum e Norén (2004), which in 79% of the questions, the authors induce the decoding of a content objectively inscribed in the text. In this sense, the notion of understanding a text is compromised, since it is limited to copying contents or transcription exercises, failing to consider the interactive use of language, or rather, failing to expand the student's knowledge in the (re)construction of the text of the meanings. This shows that there is a lack in the deal with the text that includes the textual discursive resources in the reading activities in Portuguese textbooks. We recall, in this direction, the works of Marcuschi (2005), Antunes (2003, 2005), and Bunzen Rojo (2008), among others authors who contributed greatly to orient the choice of Portuguese textbooks. Finally, we believe that the study about the enunciative responsibility phenomenon in Portuguese texto oks offers, above all, instruments in order to the interlocutors identify the elements present in the enunciation and the effects that these elements bring to the (re) construction of the meanings in texts that they read and write in the classroom.

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COSTA, Roberta Kaliny de Souza ; ENDERS, Bertha Cruz ; MENEZES, Rejane Maria Paiva de . Trabalho em equipe em saúde: uma análise contextual. Ciência, Cuidado e Saúde, v. 7, p. 530-536, 2008.

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Este trabalho objetivou uma reflexão sobre a ação mediadora no processo de ensino-aprendizagem da leitura, por mim vivenciada no Núcleo de Educação Infantil (NEI/UFRN) junto a crianças de 6/7 anos, tendo como proposta explicitar os elementos orientadores necessários a esse processo, que se traduzam como referência a outras práticas educativas. Sua realização pressupôs as seguintes questões: que conteúdos estão envolvidos no ensinoaprendizado da leitura? Como os alunos aprendem a ler? Que tarefas são instrumentais no ensino e aprendizado da leitura? Nele foi adotada a concepção de leitura enquanto atribuição de significados a um texto escrito através do processo interativo entre leitor e texto, guiado pelos objetivos/finalidades deste leitor. Adotou os princípios metodológicos da abordagem qualitativa, entre cujas características salienta-se a primazia do interesse pelo processo do que simplesmente pelos resultados ou produto. Seus resultados evidenciaram que a leitura, enquanto prática cultural, pode ser aprendida na escola infantil, espaço de apropriação de saberes mediados pela cultura. Constatou-se que, a exemplo das demais aprendizagens, o aprendizado da leitura implica numa atividade mediada em que o professor, administrando e organizando o meio social educativo, cria espaços de diálogo para as muitas vozes presentes nesse meio. Gera, desse modo, um contexto polifônico, dialógico e de alteridade pela ação de planejar/avaliar/replanejar a sua atuação e a de seus alunos. A relevância deste estudo concerne à intenção de socializar uma vivência, cuja tônica é a reflexão sobre a leitura enquanto prática cultural e as estratégias de ensinar e aprender a ser leitor.

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Seted in the context of the educational actions of Casa Renascer, a non-governmental organization, located in Natal city, which had as its primary purpose the care with children and adolescent girls in vulnerable situations, this research is based on describing and analysis on the topic in the creative process developed by Asmarias Theatre Company from 1993 to 2003, a process that culminated in the assembly of the dramatic text, Mateus e Mateusa, of Qorpo-Santo. In this research is focused on the route of the Theatre Company has done so much theater in its early history (1993), with the practice of reading and dramatic writing in the preparation of didactic material called Primer of Inventions, as in the procedures with theater street and forum theater (1997 to 2000) to the reunion in 2001 of seven teenagers which articulated the last group formation next to the assembly's text Qorpo-Santo (2002- 2003). During the development on this learning, the evolution of the creative process based on institutional theme when asked if one can provide moments of educational experiences through the traditional form of theater, with reference to the issues inherent in the dramatic texts considered classics. The debate on the issue through research and analysis in its descriptions and finds in the interim between his past and present indications that lead to conclusive guises. The methodology, which is guided by research, is based in theatrical archeology (PAVIS, 2005), the evidential paradigm (GINZBURG, 1989) and the second approaches the experiences narrated by Benjamin (1985). We selected documents in formats of written texts, photographic and filmed, and identified in these files, marks and tracks which took us to understand the subject in the creative process of Asmarias Theatre Company during the tests with the dramatic text, Mateus and Mateusa, of Qorpo-Santo. In this theatrical practice, located in the field of the theater pedagogy, it appears that the actions across thematic theater in the Casa Renascer and allowed the formation of critical aesthetic perspective and personal social dimension of the subjects involved. The theme has gained a significant proportion in the theatrical activity as a guiding point of the creative process of Theatre Company, taking in the theatrical art form. In this sense, the creative process with the dramatic and classic texts won the educational dimension to address the issue in the movement of the drama as the focus of individual creation which added to the collective universe of the interactive game