282 resultados para jogos de linguagem
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The relation among the concepts text, document and information is discussed, with the aim of clarifying the concept of document, with a focus in the field of economic information organization and management. A document is a medium in which information is recorded and manifested. A document is, thus, material, has a purpose, can be organized and treated for its improved dissemination, and has a specific subject and context.
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Our intention was to describe the case of a six-year-old boy, carrier of a language disturbance associated to neurological disorders, in language therapy. Our goal was to build instruments for the diagnosis of similar cases. Relating the patient's psychopathological characteristics with a neurological disease, we understood that both results in manifestations of verbal and physical aggressiveness as well as in the severe disturbance of the language. We hope we have contributed to the understanding of the disturbances of communication associated to psychogenic symptoms and of neurological disorders.
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Introduction: Since their first month of life, babies already show alternation in their communication, in which adults have an important role, assuming interaction turns with the child through questions known as eliciting questions. Verifying this alternation incited us to analyze children’s responsive attitudes toward the questions of the adult interlocutor. Objetives: (1) describe and characterize the kinds of responsive attitudes children have to open questions; (2) verify if there are any differences between the developed and non-developed kinds in the answers. Material and method: data were extracted from 28 interviews (recorded both in audio and in video) with four male children (5-6 years-old) who attended a public Kindergarten. Results: regarding the first objective, 88.7% of the attitudes were answers to the questions, 4.7% were non-responses and 6.6% were confirmation requests. Regarding the second objective, 48.2% of the answers were developed and 51.3%, non-developed. Conclusion: Although the high percentage of answers indicates that the children showed themselves sensitive to the demands of the adult interlocutor, the small percentage difference between developed and non-developed answers also indicates that children mostly depend on their assistance to develop their utterance since they oscillate between restricting themselves to the demand of the interlocutor and expanding it.
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This paper discusses the conception of textual genres present in the National Curriculum Parameters, regarding our school model, suggesting a program of support for pedagogical practice, the use of narrative genre, from their elements that organize this genre. The written productions of students showed significant growth indicators and ownership of the genre worked.
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This article aims to analyze literacy teachers’ conception of language from the classroom scenes that demonstrate the teaching of the act of reading. For the realization of the objective was carried out research in education like ethnography with two teachers in the 2nd year of elementary school a school of the Municipal located in the city of Sao Luis in Maranhão State, whose main instrument for data generation was participant observation. Also, I was guided by microgenetic analysis in order to focus our gaze to the particular aspect of the situation with attention to the “clues” to extract meaningful data. Authors such as Mikhail Bakhtin (1995, 2003) and scholars in the fi eld of reading, Josette Jolibert (1994), Elie Bajard (2007), among others, were considered core to grasp the meaning assigned by the subjects to teaching the act of reading. The fi ndings reveal that the design language of the teacher infl uences the direction of your practice, determining how to teach reading.
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Pós-graduação em Engenharia de Produção - FEB
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Educação para a Ciência - FC
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PURPOSE: to describe a proposal that may contribute to the development of actions promoting health to back Speech therapists performance in school, based on educators' investigation on conceptions about the written language development process. METHOD: descriptive study performed through application of questionnaires in nineteen elementary school teachers in three public schools in a city in the State of Parana. The questionnaires contained questions on the development of written language, factors that favor and/or hinder this process. Data analysis was carried out through transcription of discursive replies and quantification of multiple-choice answers. From the content submitted in the replies, it was possible to create subject areas to be discussed. RESULTS: seven reports (35%) showing that the development process of written language starts at school were recorded; contact with writing was quoted twelve times (30%) as support for the development of written language; individual aspects were reported sixteen times (38%) as causes for learning difficulties; and there were twelve reports (39%) on forwarding to other professionals as a solution for such difficulties. CONCLUSION: educators have lack of fundamental knowledge for their educational practice regarding the literacy process, although most have training being consistent with what is advocated by LDB. It is not possible to generalize this conclusion, due to the small sized study sample.
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Esse estudo, de natureza qualitativa, objetivou investigar as diferentes classificações dos jogos virtuais e os mais procurados pelos usuários. A pesquisa foi composta pela união de pesquisas bibliográficas e exploratórias, desenvolvida por intermédio de questionário semi-estruturado, aplicado a usuários de jogos virtuais on-line, participantes de fóruns on-line do Brasil. Os dados foram analisados descritivamente. Dos 17 indivíduos que responderam à pesquisa, 82% são do sexo masculino e 18%, do sexo feminino, com idades entre 21 e 27 anos. O lugar que em que mais acessam os jogos virtuais são suas casas, e a maior freqüência de acesso é de 7 dias por semana (29%), de 3 a 5 horas por dia (76%). O principal interesse pelos games acontece por esses serem uma forma de entretenimento. Dentre os jogos mais citados como seus favoritos estão Metal Gear Solid, Resident Evil, Farmville, Age of Empires e The Legend of Zelda. Quando perguntados o porquê de seu interesse por tal jogo, os participantes responderam que eles promovem socialização, diversão, contém gráficos (imagens e sons) e enredos interessantes, entre outros. A categoria de jogos favorita dos participantes é a de tiro (First Person Shooter), com 35% de citações, seguida por jogos de esportes, com 30%; porém, 23,5% respondeu não ter preferência quanto à categoria do game. Quanto à Classificação Indicativa, 65% dos participantes a consideram um fator importante, enquanto 35% consideram-na desnecessária. Porém, 88% responderam não olhar a Classificação Indicativa do game antes de comprá-lo ou utilizá-lo, citando, dentre os principais fatores, não se importarem ou ofenderem com qualquer conteúdo que o jogo possa apresentar e por serem maiores de idade.
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The goal of this paper is to reflect on the process of adaptation from literature to cinema in order to understand how are made the choices in this kind of transposition. For that, we will analyze the case of the novel The Past (2003), by Alan Pauls, and its translation into the film language (2007) by Héctor Babenco, using reflections from semiotic studies of literature and cinema
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With the technology evolution for school proposals, became necessary the creation and modifica- tion of the pedagogical paradigms applied in the classroom. With this in mind, this monograph attempts to explain clearly and succinctly how to develop a complete game, following the precepts of appropriate pedagogy and software engineering steps, explaining the main entertainment devices and graphics suitable for the student’s intellectual development. Therefore, it is studied throughout this academic work, the complete process of development, making use of the development language ActionScript 3.0 , aided by some other technologies, show- ing that the use of technology articles in the classroom is possible and highly indicated
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The term “independent media art” expresses an artistic-scientific process performed in the Art- Science Communication interface presented as Final Paper in Visual Arts baccalaureate modality. The first part consists in gather, in artisticscientific research, an overview of the production of independent comics, mainly in Brazil, as well as some of the manifestations that were derived from it. The identification is made from bibliographical and iconographical survey, both printed and virtual materials. The second part discusses the production of a comic of my own - Imperfect Lives - published independently. This work is inserted in the line of research “Artistic Processes and Procedures” of the Department of Fine Arts of the Art Institute of UNESP and describes: Creative process, production, dissemination and influences. The third and final section brings together the work done by me during the four-year course, whose theme has some relation with comics. Experiments are in various media, using one or another characteristic intrinsic to them. The monography includes as an appendix a copy of each issue of the fanzine Imperfect Lives. The methodology used was Freinetiana Educational Cybernetics, developed in the research group “Art media and Videoclip”, whose leading advisor is the one from this Final Paper. The result and discussion of the artistic research and scientific monography were reported in the following versions: PDF File repository for dissemination in the virtual library of the Institute of Arts. Hardcover version for physical collection in the Library of the Institute of Arts. Paper version for the committee. Template version appropriate for submission to International Scientific Congress in the area of Arts
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This work investigates the reasons that take teachers to use or not use manipulative materials in mathematics education as well as the knowledge that teachers of Basic Education schools of the city of Guaratingueta have about such resources. The experience in the classroom, while participating in projects, showed that these resources are important allies in knowledge production. However, we noticed that they are not often present in the teachers teaching practice. This leads us to investigate the relevance of such education resources from authors like Grando (2000) and Macedo (2012) and try to see the idea that math teachers have about their use. For this research we developed a questionnaire and we headed teachers to obtain data. Assuming a posture qualitative with phenomenological approach, organized researched data and interpreted following the procedures described by Bicudo (2011) and Machado (1994). We built three categories or regions of generality that lead us to consider that, for our research subjects, the use of manipulative materials is significant as Didactic Resources and Learning Aid, however, used from a Naïve Knowledge that does not involve reflection on practice or relies on theoretical concepts