64 resultados para interactive discourse acts
Resumo:
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
Resumo:
Based on Hengeveld and Mackenzie (2008)’s Functional Discourse Grammar (FDG), this article aims to analyze the natural and marked orderings of argument constituents in declarative sentences of Brazilian Portuguese taken in IBORUNA corpora. In this way, we conclude that the two natural orderings, proposed by Pezatti (1992), are determined by semantic factor, especially by semantic functions, while the marked ordering ir determined by pragmatic factor, especially by the attribution of pragmatic functions.
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
This paper presents the results of a study that investigated the use of simulators to improve physics teaching. The study population consisted of eight classes totaling 205 second year high school students from Brazilian public school. The research methodology adopted compares the average performance of students on tests conducted in the classroom to performance on tests conducted in the laboratory using computer simulators. The results obtained showed that students’ performance on tests improved after the use of simulators. It was found that the students had more homogeneous test results when using the simulator.
Resumo:
Direct descendant of the music of the Black Atlantic, hip hop became the spokesman of excluded minorities, for example setting up of the reunification that is geographically separated through communication. The hip hop appropriated new forms of mass communication, allowing the reworking of the story through a counter-hegemonic discourse that seeks self-knowledge and appreciation of the roots of black people. The street culture is the narrative of disenfranchised youth, generating narrative of inclusion, which gave a space of enunciation periphery enabling them to intersubjective recognition. This project aims to discuss the role of hip hop as an agent conscientizing youth peripherals in order to bring to the debate the form of identity construction around the peripheral street culture since, as an intervention that acts as a symbolic system guiding cultural practices and attitudes of these young people. Methodologically, we analyzed specific bibliographical about hip hop and literature originating from the periphery itself. Selected discography of some rap groups. They are Racionais Mc's, 509-E and DJ Hum and Thaíde that constitute the vanguard of hip hop in Brazil. We use music from rapper Emicida this while some contemporary exponents of rap, with national and international. State of São Paulo in order to demonstrate that there is similarity between the questions proposed by the hip hop and the interior of the capital, the group selected Survey. We have used also press material, raising the issue in research on the internet, periodicals include the Rolling Stones and Caros Amigos
Produção científica em organização do conhecimento: uma análise de domínio via cocitações de autores
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
This article discusses the project of the Information Society and the discourses that undergo it, as part of a political and ideological conception universalized by those countries that created and dominate computer technology, which is in turn is aligned with the Post-Fordist industrial capitalist order and its emphasis on economic accumulation and consumerism. We explain how information technology creates routines and legitimate social orders, taking for analyzes the case of the Clinton-Gore policy in the United States, when the discourse of the computer society was associated with the development and social welfare. This association is revealed in the speech made by Clinton in the city of Knoxville in year 1996. There we see the beginnings of the concern about the Digital Divide as a new form of "social disease" that prevents the passage to a better world, focused on productivity, accumulation and consumption in information-dense societies. This generates a clash between the industrial-graph-centric world and the oral-pre-industrial communities, as a result of attempting to transplant the institutional forms of the developed West. We explain the pillars of the new computerized order, and how they replaced previous epic narratives creating techno-deterministic or techno-phobic discourses in prejudice of more critical approaches. We identify the effects such deterministic discourses that connote the association between the Information Society, welfare and development, questioning the urgency of deploying this system at global level without profound critical discussion, clear goals focused on the benefit of the human beings, and the open participation of the users of the system.
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Pós-graduação em Enfermagem - FMB
Resumo:
Pós-graduação em Linguística e Língua Portuguesa - FCLAR
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Resumo:
This paper explores the benefits of using immersive and interactive multiprojection environments (CAVE) to visualize molecules, and how it improves users’ understanding. We have proposed and implemented a tool for teachers to manipulate molecules and another to edit molecules and assist students at home. The contribution of the present research project are these tool that allows investigating structures, properties and dynamics of a molecular system which are extremely complex and comprises millions of atoms. The experience is enriched through multimedia information associated with parts of the model; for example, videos and text can be linked to specific molecule, demonstrating some detail. This solution is based on a teaching-learning process.
Resumo:
Interactive whiteboards (IWB) consist of a set of technological equipment organized in order to fulfill a specific task, enabling the development of didactic activities. Because they are associated to computers’ potentiality, interactive whiteboards can provide bigger interactivity between: teacher and students, students and content, and among students. This work’s main objective is to present some of the results yielded from a research related to the way students perceive interactive whiteboards in the classroom. In order to analyze the IWB usage dynamics, some educational applications in the field of mathematics were applied in the 3rd grade of elementary school. Aside from observation, video recordings were made and students were interviewed about the interactive whiteboard, in order to understand how these students observe and engage with the technological tool. IWB do not transform classroom’s reality by themselves, however, their physical presence and usage amount to external reinforcement can change student’s behavior positively.