58 resultados para player


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O Brasil, destacado pela sua espetacular “geodiversidade”, já se coloca no grupo dos grandes produtores e exportadores mundiais do setor de rochas. Sua produção inclui granitos, ardósias, quartzitos, mármores, travertinos, pedra-sabão, serpentinitos, calcários, conglomerados, basaltos, gnaisses foliados e várias outras rochas, somando cerca de 6 milhões de t/ano e abrangendo 600 variedades comerciais, derivadas de 1.500 frentes de lavra. Os 18 arranjos produtivos locais (APL’s) do setor de rochas, identificados no Brasil, envolvem atividades mínero-industriais em 10 estados e 80 municípios, nas regiões Sudeste, Sul, Centro-Oeste, Norte e Nordeste. Mais amplamente, são registrados 370 municípios com recolhimento da CFEM (Compensação Financeira pela Exploração Mineral) para extração de rochas de revestimento. Estima-se a existência de 11.500 empresas do setor de rochas atuantes no Brasil, responsáveis pela geração de 120.000 empregos diretos e por um parque de beneficiamento com capacidade de serragem e polimento para 50 milhões m2/ano em granitos, mármores, travertinos, e de mais 40 milhões m2/ano para rochas de processamento simples, sobretudo ardósias, basaltos laminados, quartzitos e gnaisses foliados. As transações comerciais do setor nos mercados interno e externo, incluindo-se negócios com máquinas, equipamentos e insumos, movimentam cerca de US$ 2,5 bilhões/ano. As exportações do setor somaram US$ 429,4 milhões em 2003 e estão atendendo cerca de 90 países, destacando-se que o Brasil já é o principal fornecedor de granitos beneficiados para os EUA, além de ser o segundo maior exportador mundial de ardósias.

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Pós-graduação em Letras - IBILCE

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Pós-graduação em Música - IA

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This paper presents an assessment of an educational game for teaching the efficient use of electricity. Developed with Adobe Flash (R), it is a virtual board game where participants choose a car that starts the path and reaches the same final goal, going through a number of track steps defined in terms of a dice that each player rolls in turn. The car moves if the participant is able to correctly answer a question that is randomly generated by the software. The objective of the game is to answer questions related to energy efficiency promoting a healthy and attractive learning process for participants on concepts related to energy efficiency such as: the rational use of energy, the basic concepts of forms of energy generation, among others. The main objective of this paper is to assess the impact of the application of this virtual game in the teaching and learning process of high school students. Therefore, the game was applied in the discipline of physics in a class of junior high public school in the state of Sao Paulo. Initially, the class that had 43 students was divided into 10 groups of 4 students, and 1 group of 3 students. Each student group competed with one another. The idea was that each of them should indicate a student who was the representative of this group until only 4 group leaders were selected for the finals. At this stage, each student could interact with a group of up to ten students that acted as advisers. The adopted assessment process is based on the model proposed by Savi [7]. Then, at the end of the game, the students answered a prepared questionnaire based on the model proposed by Savi. According to Savi, although there are significant studies that show the importance of educational games for the process of cognitive development and learning concepts of students, there are few papers that present forms of assessing the potential of these resources. Thus, the assessment criteria proposed by Savi are based on the model of training evaluation by Kirkpatrick [3], taken as a reference to measure the efficiency of processes of continuing education courses for professionals. The authors assert that the metric of the evaluation proposed to assess the game is based on the first level of the model proposed by Kirkpatrick.

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

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This research aimed to identify the scientific production for articles published in its typology of the Post Graduated Program in Information Science, Unesp, Marília. Particularly, it was evaluated co-authored articles written by researcher teachers from the Program and built networks of scientific collaboration and the calculation of some indicators. As research procedure, reports of CAPES evaluation between the years 2001 to 2009 were considered it articles produced in co-authorship. It was built up a network of co-authoring, using the software Pajek, and calculated the indicators of density and centrality of the network, allowing analysis of the intensity of network connectivity and the role of each player individually and the network as a whole. We analyzed the collaborative network in order to visualize the partnerships among the researchers from the three research lines and between them and their collaborators to verify the connection intensity.

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Pós-graduação em Linguística e Língua Portuguesa - FCLAR

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

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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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Since its origin, soccer has been conquering followers all over the world. As a consequence of this cultural phenomenon, countless works are being done aiming to analyze the game systems and the fundamentals carried out by a team. The purpose of this paper is to analyze the Brazilian Soccer Team’s game systems and actions with ball possession in the 1958, 1962 and 2002 World Cup finals. Specifically, the paper analyzed the actions that occur during the match, such as control, dribble, pass, shot, foul and tackling. In order to achieve that, the Skout software (Barros et al., 2006) was utilized and, through it, all fundamentals carried out by the Brazilian team were identified and codified in a virtual field. The data from each match was transported into the Matlab® software, in which the zone of major action of each player was analyzed, represented by the main axis. The outcome showed that the game systems put into practice by the Brazilian team in the 1958 and 1962 World Cup finals didn’t present significant changes, nevertheless, regarding the 2002 final, there was a great difference. The Brazilian team got similar percentages in the technical actions carried out in the three World Cup finals analyzed, however, in absolute numbers, the passes, the shots and the dribbles decreased while the fouls increased.

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The technological advances of recent decades combined with digital inc1usion in Brazil sparked the country's population to the constant use of computers to perform tasks in many different natures. Whether it's for communication, entertainment, work or school, computers are tools with increasing numbers in Brazilian homes. Along with this evolution the Brazilian Physics teaching should be aware of the use of teaching tools that relate directly to the computer to student learning. Highlighting in this work we have scanned the contents of the Wikipedia community, a wide variety of educational videos placed on YouTube, educational games that try to teach the player in a fun way and a variety educational softwares placed on the World Wide Web. It is with special attention to educational softwares as tools for teaching physics, which describe some strategies for use of these software, combined with the textbooks, to illustrate some ways to introduce the use of educational softwares directly in the classroom

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

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This paper aims to show the beginning of habitus and the bodily hexis construction of male ballet dancer and female player soccer. Firstly, the habitus and the bodily hexis are established by the cultural inheritance of families (advices, likes, choices, prohibitions, and work divisions). After, they are restructured by the most diverse fields where this people act, mainly in the school, specifically at Physical Education classes (in the specialized places where these classes occur). Thus, it is possible to verify the success or the failure of their path lives and the possibility of a social ascent by the choice of these practices as professional career.

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In Brazil, the Catholic Church has an important role in the construction of citizenship, education and training the rural lower classes of the population. Studied in this article, this participation and contribution in the 60s, by highlighting the strong weighting would take the issue of land reform. The Catholic Church was a major player in unionization campaigns and basic education and suffered great tensions and internal conflicts that divide between those who sought the "liberation of the oppressed" and those who fought for reforms without changing the "social order". This paper recovers the trajectory of implementation of various programs of Catholic union formation and foundation of unions. We use historical methodology and retrieve the voice of the authors through interviews with trade unionists, lawyers, church authorities and militants popular.

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This article aims to discuss the use of business games for educational purposes taking into account evidence about the difficulty in managing financial resources. The use of business games is justified because the young generation tha are coming to the education system have grown up using business games, allowing a more motivating learning environment and stimulating investment and on how the concept to provide learning. Instead of pushing content well defined and wel-formatted for the student, promotes the use of games promote at the same time, a chalenge whose solution entails learning effort. Thus, the use of games affect educators, students and aducational institutions, requiring them new attitudes and patterns of thought about schooling. The elaboration of this article was based on experiences gained with the development and use of games for educational purposes, specifically the game "Mercado Virtual". Several articles have been published on research with indergraduates and postgraduate courses in business administration and engineering field. They have shown that the evaluation of the player, based on their decisions during the game, to detect specific aspects of learning. This exploratory research is based on data obteained in various experiments with the game Mercado Virtual.