389 resultados para pensamento e linguagem


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The main goal of this work is to build a sketch on how language is used in mathematics classrooms. We specifically try to understand how teachers use language in order to share meanings with their students. We initially present our main intentions, summarizing some studies that are close to our purposes. The two theoretical frameworks which support our study – the Model of Semantic Fields and the Wittgensteinian “games of language” – are then presented and discussed about their similarities and distinctions. Our empirical data are some classroom activities recorded and turned into “clips”. Such clips were transcribed and our analysis was based on these transcriptions. Data analysis – developed according to our theoretical framework – allowed us to build the so-called “events” and, then, comment on some understandings on how language can be used in mathematics classrooms.

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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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The language in the contemporaneous, for treating from essential factor to the communication and artistic expression, mainly starting from the intense expansion of the industrial techniques, it’s makes way for a considerable reflection: the stylistic relationship among the industrial object, the craft and the properly artistic work (DORFLES, 1988). The aesthetics, as inherent factor and mediator the all these subjects, is capable to establish similarities between the design concept and the contemporary art. Starting from this panorama an interpretative analysis is delineated on the function aesthetics/poetics (JAKOBSON, R. 1995; MUKAROVSKY, J. 1993) in the language of the design, under the optical of the contemporary thought in order to provide a contribution of updating of the present delimitation context between the art and the design in the extent of the aesthetics.

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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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The question related to recyclable material has been pointed by environmental researchers as one of the most serious urban problems today. Therefore, the importance of disclosure and clarification related to recycling techniques is highlighted, as well as a critical and extensive reflection related to the cultural values of society about current economic rationality that prioritizes a unlimited consumerism. We conducted a survey in the city of Bauru and asked how often people separated recyclable materials for selective collection. We found that 18% of these people have never performed this type of activity. Thus we emphasize the importance of art in creating alternative ways of dealing with the recyclable material, that involves social, economic and cultural needs of a population; contributing to preserve the environment such as the creation of a new rationality.

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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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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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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.