282 resultados para jogos de linguagem


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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Dance-fight-game, art, religiosity, therapy, entertainment, ritual act, in short, "a way of being", are some of the various definitions/qualities attributed to the afro-brazilian cultural manifestation called "Capoeira Angola". Multivocal polysemic in its essence, Capoeira Angola is expressed in different languages which ranges from the types of touches of the musical instruments that make up the orchestra, through different types of songs, until we get the non-verbal communication established by the bodies of "capoeiristas" in the game and/or in the training body situation. The aim of this paper is to think of the line drawing in space, a significant problem in the execution of body movements of this practice. To address the relationship between line, efficiency and aesthetics of body movements, it is developed an ethnography in the Academy of João Pequeno de Pastinha-Sports Center of Capoeira Angola, based on anthropological interpretative approach, in which the concept of culture is semiotic.

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This study sought to offer a didactic approach in relation with the fundamentals of cubism temporal space derived of the theory of relativity, since the exhaustive character on the matter considering the need for a more consistent explanation of the physics Einsteinium postulates which is not an exactly research theme, despite being at its heart.

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Based on systemic-cybernetic-new paradigm vision and social constructionism, the paper is an invitation to reflect on the importance of language in the maintenance and the possibility of changing unequal relational patterns, mainly related to issues of gender. Studies on language and verbal behavior of women and men, besides their representation in the media, are examples to illustrate the need advocated here, to changing patterns of inequality guided by gender differences that influence and are influenced by the culture, conveyed in our social network. This paper is a contribution for the clinical work with families and couples, from the perspective of the current behaviors, based on refrains spread by the media which became popular, since it is based on clinical and nonclinical observations about human relationships and its representation in the media and artistic productions.

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The visual identity is based on a semantic relationship of several signs that make up a coherent system. A bimédia language formed by text and image complement to create an understandable message. This study aims the use of non-verbal communication in the corporate visual identity design project, contextualizing the role of the designer as mediator for informational corporate message to their audiences.

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Apresentamos neste trabalho experiências obtidas na aplicação de um dos jogos desenvolvidos como parte do projeto de Extensão “Ensinado Matemática através de Jogos, Modelos Geométricos e Informática”, o qual tem como objetivo desenvolver entre os alunos do ensino fundamental e médio o estímulo pelo interesse em Matemática e o aprimoramento de seus conhecimentos nesta área, o que é propiciado através do contato com problemas desafiantes e da interação com outros colegas e docentes, despertando o gosto e interesse pela investigação matemática, através dos jogos, modelos geométricos e softwares. O “Ensinando Matemática através de jogos, modelos geométricos e informática” conta com a colaboração de 3 docentes do departamento de Matemática da UNESP-Bauru e envolve a cidade de Bauru com várias escolas públicas de ensino médio, participando as três séries deste nível. Um dos objetivos dos departamentos de Matemática das universidades brasileiras é estimular o interesse dos graduandos ingressantes pelo raciocínio lógico. Outro ângulo é buscar meios de incentivo para alunos e professores, na tentativa de colaborar para a melhoria do quadro brasileiro que se coloca. Com este projeto estamos estimulando o gosto pela Matemática, propiciando uma maior interação professor / aluno, e promovendo uma aproximação comunidade / universidade, fazendo com que o aluno tenha uma nova visão da Matemática através dos jogos. Assim, de forma lúdica, estamos fazendo com que este aluno pense nos conceitos aprendidos na sala de aula, questione a lógica usada para fazer o pensamento, fazendo com que este estudante crie conexões entre as várias áreas da matemática. Dentre os jogos aplicados, o “fecha a caixa” tem nos proporcionado atingir este objetivo, como apresentamos no decorrer do nosso texto.

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This study aims at comprehending the dialogic potential of language radiophonic, in context of educational radio stations. This work based on a multidisciplinary approach. The study employed concepts of discourse analysis, mainly media related, dialogism and oral language. One of the conclusions is that language radiophonic has an educational potential, to allow interactivity with the listener. After all, audience participation can happen, even in a limited way, in a direct interaction (phone, email) or on the radio statement, aspect of the construction of language, of particular interest to this work.

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After crossing several generations and countries, broader functions are being incorporated to origami than simply making art objects: the fold initiates a series of new buildings within the design and creation. Under the new repre- sentations and performances that the art of paper folding keeps, this article aims to investigate how the origami is configured nowadays and how it behaves while contemporary language applied to projective processes of diverse natures. To better understand the actual origami, relations are used inside branch of math, conceptual and projectual. Relating theorists, artists, designers, etc., can point out the relevance of each of these areas in the configuration of cientific and projectual origami. The modularity, the collective, the conscious build, the contemporary and the inno- vation are relationships intrinsic to the praxis projectual that shape a landscape adjacent and subordinate to the main structure governing. It bets on the essence of origami as a tangible functionality for creative thinking.

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Thisarticlediscussesissuesrelatedtothedesignlang uagewith a focusonteachingandlearningthroughthe useofgamesas a tool touncoverthe world. The gamesare abletosystematizethelanguagesothatyoucanlearnbyplayingthi swayandmakingthe interfacemore playful, more accessibleandlike us. Playing as apusherelementof newpossibilitiesandgamesare emergingas aplayfulargumentfor teachingin theman-machine interface.

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Pós-graduação em Letras - FCLAR

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Pós-graduação em Letras - FCLAR