42 resultados para Online and offline games


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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Educação - FCT

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Pós-graduação em Educação - FCT

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The objective was to verify the changes of relative theoretical knowledge to the tobacco, evaluatedat two moments (pre and post-tests) considering two educative interventions: expositive lesson and educative games. 68 pupils had been citizens, of both the sexes, three 5th grades of a public school,evaluated previously (A1) on tobacco; group 1 was submitted to a procedure of expositive education,the 2 educative games in the 2 e, the 3 to no intervention. After one week they had been reevaluated(A2). For the moments the test of Wilcoxon was applied and between the groups Kruskal Wallis. As results noticed that, at the moments, it had significant differences between 2 groups 1 and e,between the groups, in the after-test, the submitted one to the educative games presented performance with statistical significant result better. This research concluded that the educational game increased in the students’ knowledge about smoking.

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Nowadays the accelerated development arising from globalization and the interrelation of the nations, the great increase in communication between different countries and the necessity for knowledge in different linguistic structures, the interest in learning a foreign language is crescent, and thinking about it, this work has the scope to verify how young and adult learners of a foreign language, in this case English, behave, that is, how best to develop the four language skills of the language: listening, writing, speaking, and reading and how the use of recreational and educational games can help this dichotomy between teaching-learning. The present research, theoretical and analytical basis, aims to make a study on how fun games can influence the teaching and learning of English in an audience of young and adult people and that includes a study of how human history has evolved, more precisely, as history of education was influenced by the playful and how the human mind also becomes over time. Nowadays, the playful is a tool that has been widely used pedagogically in teaching foreign languages and every day opens new manners and ways of teaching languages, always with its array of spaced more possibilities. Under this assumption, the focus of this research is discover how the use of recreational and educational games may influence grammar greater understanding and language development of young and adults students in learning English, and also what better way to introduce these games, that is, a contextualized content being discussed each time during the school way, so that the games may be, of course, used for relaxation of the students, but also (and especially) for their intellectual growth and language development

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We know that play is directly linked to the development and growth of the child. Thinking in this context, were created recreational spaces, more known as playrooms or toy libraries. This research seeks to understand the playful objects used in more visits with children, realized CPA, FC UNESP - Bauru. Therefore, it was necessary to identify the objects necessary to the demands of users of CPA, they were psychology trainees, fellows extension projects, graduate students, teachers and the subjects treated population served. Composed over 1000 objects, the collection must be appropriate to the needs of the CPA. The research in question is characterized as a case study, is related to our shares a scholarship project Playing in the Center for Applied Psychology - CPA, held in the collection playful and Toy CPA, FC UNESP - Bauru, used, in this case, as a field for this research. Watching the playful collection, daily, some questions have arisen about this space became in this study. The data collection period was from September 2011 to September 2012. As an instrument for data collection was mounted a notebook control in order to check the movement of the objects of the collection, also applied a questionnaire to teachers and trainees working in the CPA. At the end of the study we can say that the symbolic games and rules are the objects that are related to care provided in the CPA because of its capabilities to assist in various aspects of the development of children, with the most frequently used symbolic games with children aged 2 to 7 years and the games rules with children aged 7-12 years or more

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The purpose of this work is the presentation of three lyrics of selected songs from the Brazilian national band Engenheiros do Hawaii and of a stylistic analysis showing how resources such as intertextuality, polyphony and word games helped building different effects of meaning. This work also attempts to show the importance of the reader in relating the elements presented in the lyrics with other texts of his/her repertoire, in order to expand the number of possible interpretations. The higher the repertoire of the reader, higher will be its ability to dialogue with other texts, considering both texts already read in the past or dialogues to be made with future texts

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This work consists in the creation of a multimedia product online, and is entitled Esse tal de brincar. The content is presented in the form of informative journalistic texts and brings the play as an essential process for child development, with an impact on adult life. Has the general objective to demonstrate the relevance of the importance of play in children's education. The methodology procedures of bibliographic search and documents for the construction of the theoretical basis were used. Besides the choice of themes, interviews, investigation and journalistic writing were used in production. The research that support the whole discussion is given through interviews, videos and other publications on childhood, education and the play itself. The platform chosen for this was the Wix® and were created the visual identity, such as layout, logo, color distribution, highlights, photos and videos. The publication seeks to achieve parents and educators with the intention of raising awareness about the importance of play in early childhood through informative content