315 resultados para jogo de linguagem
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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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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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 advancement of the gaming industry in the market, became evident the need for trained professionals working in this area. This paper tries to study and report the process of creating a game for professional and aspirants game developers. For this reason, throughout this monograph will describe how was the process of creating a digital game developed by students at the Universidade Estadual Paulista-UNESP Bauru. The project tries to explore current mechanical created along with an emotional storyline
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Theoretical work that studies the alternate reality game, as well as their use for promotional purposes, to explore the convergence of media and encourage the participant to change between them. To do this analysis is plotted an overview of the concepts of transmedia storytelling and transmedia marketing to analyze a proposed game - Vivencie a Pandora - to promote a TV series - Nova Éden
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O presente estudo se propos a verificar as diversas formas de manifestação do Jogo Simbólico nas crianças durante as aulas de Educação Física no Ensino Infantil, as diferentes formas de abordagem e o desenvolvimento de atividades por parte dos professores durante esse processo. Por meio de entrevista com o uso de questionário semi-estruturado, investigou com os professores, quais as estratégias utilizadas para o desenvolvimento do Jogo Simbólico nas aulas, tanto de modo coletivo quanto individual e qual o papel do Jogo Simbólico no desenvolvimento dos alunos. Os dados foram analisados e interpretados frente ao referencial teórico levantado e pode concluir que os professores fazem uso do Jogo Simbólico em suas atividades, mas que na maioria das vezes não valorizam a manifestação do mesmo de forma individual.
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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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O estresse psicológico é um importante fator que ocasiona uma queda no desempenho de atletas, independente do esporte. No Brasil o de maior visibilidade e mais assistido e comentado pela mídia é o futebol. Tendo em vista isso a pratica dessa modalidade em alto nível pode gerar certo estresse, no entanto a situações específicas durante o jogo que podem aumenta-lo ainda mais, dentre elas temos o pênalti considerado a melhor oportunidade de marcar o gol e a mais fácil, exatamente por isso essa situação não admite falhas. Apesar de já ser uma situação que causa alto nível de ansiedade, existem alguns fatores que podem influenciar mais ainda negativamente o cobrador, portando o presente estudo tem como objetivo primeiramente de encontrar o fator que causa maior influencia negativa nos atletas e posteriormente comparar com as cobranças de pênalti do Campeonato Brasileiro de Futebol de 2010 (CBF) nessa situação com as demais. Os dados obtidos a partir da aplicação de um inventário demostraram que o fator que mais influencia negativamente jogadores de futebol durante cobranças de pênalti são situações de final de jogo, assim o objetivo do presente estudo é de comparar as cobranças de pênaltis do Campeonato Brasileiro de Futebol de 2010, em situações de final de jogo com as demais. Os resultados obtidos mostraram uma queda de 4% nos escores em situações de final de jogo comparados com as demais
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This final project intends to discourse about the cinematographic publicity piece that is the trailer and its main features. Its relation with the publicity is studied so we can understand how this relation occurs, once the trailer is found in between the cinema and the publicity. The trailer features are exposed, such as the persuasive features, so it becomes evident the importance of studying this advertising tool from a broad perspective. In addition, we seek to determine its aesthetics, its compositional characteristics and their relevance in movie marketing. The paper discusses briefly about the universe of the movie marketing, as a way of situating the trailer as a tool in a set of publicity techniques that help in selling movies. A case study is conducted, involving the analysis of 5 trailers from different categories of gender, in order to capture the essence of the overall trailer, such from the persuasive perspective as the audiovisual perspective. Finally the is the addition of a current universe of characteristics that can be found in the contemporary trailers, grounded by theorists and film scholars that accompanied the evolution of this advertising tool
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The idea of this research is to analyze the possibilities of using chess as a nice alternative for motivating and teaching mathematics. The study was carried out in three steps, consisting of a literature review about the importance of games for education, followed by the importance that the game of chess has on the student's cognitive development and, finally, a qualitative analysis of data obtained by recording it. The data were taken from some activities performed in the 6th grade class of elementary education at a public school in the city of Roseira, state of São Paulo, in a team at the age 9 and 12 year-old students. The result of this research proved to be significant the use of chess game to teach math, we were able to verify that there was an easy assimilation of the subject, because when a student plays, he/she willdevelop skills in the game which becomes an incentive to study even more
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Como a busca por vitórias se torna cada vez mais difícil no esporte coletivo, qualquer vantagem é vista como um diferencial em cada partida. Além da vantagem física e tática, que seriam os mais tradicionais, os treinadores buscam outros meios como vantagem psicológica ou jogar com o mando de campo, que para muitos não passa de ter a torcida a favor, mas para os jogadores e treinadores a torcida tem papel importante de incentivar e para os adversários os deixar nervosos, também não se esquecendo da vantagem de conhecer e treinar no local do jogo alem de poupar os atletas do desgaste de viagens. Este trabalho visa verificar como o mando de campo interfere nos atletas de futsal, alem de como as variadas torcidas influenciam os jogadores durante a partida e como os atletas vêem seus companheiros de time. Foi realizado uma pesquisa bibliográfica e de campo, pela técnica de questionário fechado, que possibilitou a compreensão do fato em estudo, ampliando nossa visão. No decorrer de nosso estudo constatamos que de maneira geral jogar em casa é fator determinante para o resultado final da partida, o que menos motiva os atletas é a possibilidade do juiz ser influenciado pela torcida local e que o grupo masculino é mais fácil de ser motivado do que o grupo feminino. Com os resultados obtidos o treinador passa a conhecer melhor seus jogadores, podendo assim, talvez, escalar o time melhor em momentos difíceis.
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This study intends to analyze the regional influences for the language and the characterization of characters of the environment João Guimarães Rosa, stressing the important of language as cultural heritage. The study is based on the concepts of Culture and defended by Region of Cultural Geography, Language as an asset by Iphan, interviews and works of Rosa, and publications related to Rosa's works. Having the definition of place as a center of meaning constructed by experience (Tuan, 1983), and that the region is now seen based on the set of perceptions and lived down from seizures, evaluations, decisions and behaviors collectives (Bezzi, 2004), qualitative research provides grounds of the discussion it’s importance of communication and the same transcript. Through the study of language, characters and actions of the author's own notes to create the environment for the study of behavior, lived and / or imagined in the stories. Based on the literature review has set itself the aim of the study of the language coupled with the behavior of certain individuals of the same group have a cultural identity is recognized and valued as historic and cultural heritage
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In the literature, it is possible to find a large number of studies directed toward athletic training in the physical, technical and tactical aspects of the Soccer game. In the other side, we are able to attest that there exists few instruments in the sport area of studies on evaluation of the athlete, in specific, rare are the instruments for assessment that takes into consideration the game situation. The most important aspect of an instrument of assessment is its validity. The present study has the objective to validate the “Instrument for Assessment of the Soccer Player” (IASP), proposed by Gama (2003). For the process of validation, participated nine university students, volunteers, four women and five men. The evaluators had a training period for acquaintance with the instrument and they analyzed, in individual basis, soccer games registered in video. This procedure was done via a 29 inches TV set, a DVD device and a voice recorder. Tests of reliability and objectivity were applied in order to measure intra and between observers consistency. As for the objectivity analysis, the results for each one of the soccer motor action with the ball in a game situation showed high correlation between possible score and obtained score. However these data did not allow for the validation of the IASP instrument as the criterion applied to the analyzed actions were different between observers even when of the observation of the same player in the same game. This problem was detected also in the evaluation of reliability. However, the present study was capable to point out inconsistencies within the Instrument for Assesment of the Soccer Player (IASP) so that after the needed changes being made, another validation will be done
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This monograph seeks to provide an exposition and theoretical examination of Ciência da Carne (“Science of the Flesh”), a series of artworks in woodcut printing executed after research into the artistic aspects of Human Anatomy, done throughout the Graduate Course in Visual Arts at UNESP’s Art Institute. Traditional procedures of naturalistic representation of the human figure often adopt the scientific basis of Anatomy as a means of interpreting the surface contours of the body from its inside out. The historical connection between Anatomy and Art, however, is not merely accidental, for it is integral to the development of both disciplines, which find themselves deeply related in the human impulse for self-discovery and reinvention of its own likeness. The series of artworks collected in Ciência da Carne explores, through the particular graphical language provided by woodcut printing, abstract arrangements of isolated anatomical elements, at once removed from the context of traditional figurative representation and from the didactic goals of medical illustration.