67 resultados para flash mob
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em História - FCHS
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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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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Pós-graduação em Psicologia - FCLAS
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Pós-graduação em Química - IQ
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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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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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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The aim of this study was to evaluate the effects of residual leaf area index (rLAI), years of evaluation and grazing cycles on the accumulation and disappearance of forage, and changes in the pasture structure of xaraes palisadegrass submitted to grazing intensities and intermittent stocking in two summers. The experiment was carried out at the Faculdade de Ciencias Agrarias e Veterinaria of Unesp, Campus of Jaboticabal, SP and the intensities of grazing were defined by four rLAI: 0.8, 1.3, 1.8 and 2.3. When the canopy intercepted 95% of incident light, the animals were placed on the pasture for grazing and kept until the rLAI target has been reached. Pastures were grazed by non-lactating Holstein cows (Bos Taurus Taurus L.), using the technique of mob-stocking. It was evaluated the canopy height, accumulation, disappearance and morphological components of forage and rest period. Residual leaf area index from 1.3 to 1.8 are the best in the accumulation and disappearance of forage and pasture structure. It is observed variability of the accumulation and disappearance of forage and pasture structure for years of assessment and grazing cycles within each year.
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Neste trabalho se propôs a utilização do MP3 player portátil para gravação de sinal nãoáudio em sua memória, utilizando-se seu recurso para gravação de voz. Para avaliar a proposta, retirou-se o microfone de eletreto do MP3 player e em seu lugar injetou-se um sinal de FM, com portadora de áudio de 1200 Hz modulada pelo sinal de interesse. O sinal é gravado no aparelho em arquivo no formato WAV. Sua recuperação se fez usando um demodulador de FM a PLL cuja entrada é o sinal de FM captado nos terminais da bobina do fone de ouvido do MP3 player. Nos testes, usou-se sinal senoidal e sinal de eletrocardiograma. Embora a qualidade dos sinais de baixa freqüência precise ser melhorada, em geral os resultados apontam para a viabilidade da proposta. Fazem-se sugestões para melhorias e extensões do trabalho.
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)