115 resultados para Jogos de palavras
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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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This study aimed to develop procedures for assessing reading comprehension of words and phrases and characterize the performance of students of 2nd year of elementary school in this procedure. It was divided into two phases: 1) preparation of evaluation tests of reading comprehension, consisting of three events: comprehension of written word (CWW), sentences (CWS) and sentences through pictures (CSP) and 2) application of the elaborated evaluation in 120 students distributed in the following groups: GI, 60 students from a public (municipal) school and GII, 60 students from a private school. The CWW test obtained the highest average of score, followed by CSP and CWS for both groups, since the picture contributes to the comprehension of the meaning either of the word and sentences. The procedure was effective to assess initial skills of reading comprehension once it identified inherent difficulties related to the literacy process.
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Pós-graduação em Educação - FFC
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Pós-graduação em Psicologia - FCLAS
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There is in the literature a divergent description between lexical knowledge and word production accuracy. The aims of this study were: (a) to investigate the influence (effect) of the word lexical knowledge over production accuracy; (b) in case there is, to characterize acoustically this interference. Eight children (5-6 years old) with typical development language participated of this study. The methodological procedure consisted of: (a) survey of the children lexical knowledge concerning to IAFAC’s words; (b) recordings of the IAFAC’s words; (c) identifi cation and characterization of the linguistic cues, by acoustic analysis, in the IAFAC’s word production in function of the different knowledge degrees. Our results suggest a negative correlation (r=-0,13, p=0,000) between lexical knowledge and presence of the linguistics cues in word’s production. However, the linguistics cues refer to hesitative cues instead of phonological errors. Implications of these results for clinical practicing are discussed.
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In this paper, we analyzed situations where (a) one vocabular structure showed in two different ways in the same text or (b) had erasures. These structures fluctuations were extracted from texts written by children that, when the registers were done, were second graders of elementary school. Concerning the results, we verified: (1) that more than one prosodic constituent showed in the basis of fluctuation of vocabulary structures; and (2) that at least one of the limits of orthographic words was maintained in fluctuation structures. These results point to the recuperation done by writers with information they have access due to their insertion in (1) oral practices and (2) literacy practices.
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Este artigo pretende, à luz da teoria de Vygotsky e seus colaboradores, desvelar as contribuições dos Jogos de Faz-de-conta para aquisição da linguagem escrita pelas crianças. O trabalho apresentado é decorrência dos estudos realizados para elaboração da monografia de conclusão de curso, e tem como objetivos: perceber se os jogos de faz-de-conta estão presentes na rotina das crianças pesquisadas; fazer um levantamento bibliográfico sobre o assunto, para entender o que diferentes autores pensam a respeito e discutir à luz da perspectiva histó- rico-cultural o valor que os jogos de faz-de-conta têm na aquisição da escrita pelas crianças. Cumpre salientar que os resultados apresentados são provenientes apenas dos estudos teóricos realizados, visto que fazem parte de um projeto de pesquisa ainda em andamento.
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Pós-graduação em Educação Escolar - FCLAR
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Pós-graduação em Engenharia de Produção - FEB
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Pós-graduação em Educação para a Ciência - FC
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Esse estudo, de natureza qualitativa, objetivou investigar as diferentes classificações dos jogos virtuais e os mais procurados pelos usuários. A pesquisa foi composta pela união de pesquisas bibliográficas e exploratórias, desenvolvida por intermédio de questionário semi-estruturado, aplicado a usuários de jogos virtuais on-line, participantes de fóruns on-line do Brasil. Os dados foram analisados descritivamente. Dos 17 indivíduos que responderam à pesquisa, 82% são do sexo masculino e 18%, do sexo feminino, com idades entre 21 e 27 anos. O lugar que em que mais acessam os jogos virtuais são suas casas, e a maior freqüência de acesso é de 7 dias por semana (29%), de 3 a 5 horas por dia (76%). O principal interesse pelos games acontece por esses serem uma forma de entretenimento. Dentre os jogos mais citados como seus favoritos estão Metal Gear Solid, Resident Evil, Farmville, Age of Empires e The Legend of Zelda. Quando perguntados o porquê de seu interesse por tal jogo, os participantes responderam que eles promovem socialização, diversão, contém gráficos (imagens e sons) e enredos interessantes, entre outros. A categoria de jogos favorita dos participantes é a de tiro (First Person Shooter), com 35% de citações, seguida por jogos de esportes, com 30%; porém, 23,5% respondeu não ter preferência quanto à categoria do game. Quanto à Classificação Indicativa, 65% dos participantes a consideram um fator importante, enquanto 35% consideram-na desnecessária. Porém, 88% responderam não olhar a Classificação Indicativa do game antes de comprá-lo ou utilizá-lo, citando, dentre os principais fatores, não se importarem ou ofenderem com qualquer conteúdo que o jogo possa apresentar e por serem maiores de idade.
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This work investigates the reasons that take teachers to use or not use manipulative materials in mathematics education as well as the knowledge that teachers of Basic Education schools of the city of Guaratingueta have about such resources. The experience in the classroom, while participating in projects, showed that these resources are important allies in knowledge production. However, we noticed that they are not often present in the teachers teaching practice. This leads us to investigate the relevance of such education resources from authors like Grando (2000) and Macedo (2012) and try to see the idea that math teachers have about their use. For this research we developed a questionnaire and we headed teachers to obtain data. Assuming a posture qualitative with phenomenological approach, organized researched data and interpreted following the procedures described by Bicudo (2011) and Machado (1994). We built three categories or regions of generality that lead us to consider that, for our research subjects, the use of manipulative materials is significant as Didactic Resources and Learning Aid, however, used from a Naïve Knowledge that does not involve reflection on practice or relies on theoretical concepts
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Due to the growing practice of recreational activities among enterprises, it became evident an increase in the possibilities of interdisciplinary action of Physical Education teachers as well as in the areas alike. However, just a few academic papers try to understand the relation involving recreational activities in the context of business companies, what motivated the attention of this study, which aims to investigate whether the games played in business trainings may somehow contribute for a better comprehension and development of actions between employees and employers and also, to analyze the acceptability of this resource in lectures or formal events, which are usual in trainings. This study – which has a qualitative approach – was developed and based on the union of both bibliographic and exploratory researches. Data were collected through a questionnaire with open and direct questions that was applied to an intentional sample of twenty-five employees from a company in the countryside of São Paulo. Those data were analyzed in a descriptive way, through Thematic Content Analysis Technique and they showed that the relationship among employees has improved, whereas the relationship between employers and employees hasn’t improved that much and that the training which was given with dynamics and recreational strategies had a very positive result, because the goals were reached and the acceptability of this kind of training was unanimous among all the participants, It is extremely important that recreational activities can be developed in business trainings because with them, it is possible to reach more successfully their goals and the acceptability by the participants.