97 resultados para Jogo de sedução


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Pós-graduação em Matemática em Rede Nacional - IBILCE

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Pós-graduação em Letras - IBILCE

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Relating the surface of a translated text to discourse is one of the focuses in the connection between Translation Studies and African- -American literature. In this respect, “Invisible Man”, by Ralph Ellison, and its Brazilian translation, by Márcia Serra, present themselves as material for analyzing contexts which evoke a sense of community and racial identity. Therefore, this paper centers precisely upon nuances in meaning of the linguistic displays of bonding and race. It could be noticed that these aspects were less marked in the translation, whereas the integrationist project featured in the novel was to a certain extent rewritten in words that called forth a sense of racial dichotomy. Thus, the translation displays at once the non-racialized perspective peculiar to the Brazilian view of race and assumptions in regard to the perspective of the African-American Other on race relations.

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This essay aims to analyze the book Engano geográfico Marília Garcia, published in 2012. It is a long narrative poem that recounts a trip through Spanish and French landscapes, and which allows to question various shifts of the poetic voice. One of them, marked by the duplicity between geographic and poetic journey which I could characterize as a be­ 76 Revista semestral do Programa de Pós-Graduação em Letras – UFES tween-place given by the sign of waiting. A second, through a dialogical instance that allows a process of depoetization of the language with its permeability to other voices. Finally, through the presence of several pronouns “I”, “he”, “she”, “you”, without explicit textual reference, and that would indicate a kind of closeness of the loving attention.

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Pós-graduação em Letras - FCLAS

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Pós-graduação em Engenharia de Produção - FEB

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The novel O passado (2003) by Alan Pauls presents many isotopies which would deserve to be investigated: there is a varied construction of loving relationships among the characters, who reveal different feelings, that would allow a mapping of passions to be studied; there is an activity of translation (role performed by Rimini and Carmen) that engenders a very rich reflection on the literary activity which is taking place. There is also the presence of a visual artist, Jeremy Riltse, revealing a poetic work which was created by this discourse. Due to the dimension that a research of this kind would require, it is not possible to deal with all the isotopies. Thus, the last one was chosen to be investigated, that is, to verify how the fictional visual artist and his singular work operate in the novel.

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This paper approaches the relation between school education and psychic development in the light of cultural-historical theory and critical-historical pedagogy, discussing the triad form-content-receiver of teaching in the context of early childhood education. Considering the goal of developing the bases of theoretical thinking in children, the paper analyses role-play as leading activity in preschool and explores the contributions of child literature, highlighting the importance of providing access to artistic works which depict reality in an imaginative form as multisided and in permanent movement.

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This article intends to cause reflection on the advertisement strategy applied by Fernanda Abreu (FA) in order to understand the song “Disco Club 2 (Melo Radical)” from the album SLA radical dance disco club by FA. The composition seduces the subjects involved in the song process to listen to it somehow. The analysis is based on chronotopy, conception developed by the Bakhtin, Medvedev and Volochinov Circle. The idea carried by the song is a meeting at night at a funk club where FA is with other people. Therefore, the song becomes its own advertisement as a product of consumerism.

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Objective: The aim of this study was to develop an educational oral health digital game for 5-to-7-year-old children. Method: The game, called “Dr. Trata Dente”, was based on the approach to three different oral health-related topics: a) bacterial plaque and the main diseases caused by it; b) oral hygiene methods for bacterial plaque control; c) dental caries and preventive measures for this disease. These topics were discussed in sequential order in three different stages of the game. Dr. Trata Dente is represented by the figure of a little super-hero dentist, who talks to the children about oral health during the game. The game is sub-divided according to its propositions to the children, into an association game, a memory game and a coloring game. After its development, the game was evaluated by three professionals of each of the following areas: Dentistry, Pedagogy and Psychology (n=9), who verified the suitability of the concepts presented in the game as regards oral health, linguistic abilities worked with the children, fulfillment of the intended didactic criteria, and the playful aspect of the game. Results: According to the dentists, the dental concepts presented in the game are adequate. According to the pedagogues, the choice of a super-hero was correct and the given explanations are well elaborated, organized and have accessible language, although long. For the psychologists, the game has a potential positive effect on the children’s learning, but there should be more interaction of the character with the children. After this evaluation, changes were made in the game according to the professionals’ suggestions. Conclusion: It was concluded that in spite of the suggested alterations, the game is suitable for teaching oral health by means of children’s play.

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Pós-graduação em Educação Escolar - FCLAR

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It is a fact that between the child and the adult there is an adolescent being that experiments his experiences in a different way than those others. Therefore, in clinical care, the use of toys and play do not have the same value as for the children, and, on the other hand, the majority of adolescents are not ready, as the adult is, for the exclusive use of speech in the psychotherapy context. There is the need to introduce some specific strategy in order to give the adolescent conditions to express himself openly in the psychotherapy process. The mediator's resource introduces this variable to enable the expression of emotions for those who cannot find the available channels for that. This paper seeks to answer this question by presenting the Time Tunnel Game in the psychotherapy with young people, based, during several years, on its clinical use with patients during this period of their lives. Explaining, when it is a question of a demand for a game, that the youngster tries to respect the rules, therefore, expressing his experiences more at ease. By using the mentioned game, it is not the psychotherapist that questions or addresses the youngster, but it is through this playing that the questions arise, providing the youngster a facilitating context for his experiences, even for the more difficult ones. At the direct request of the psychotherapist, it is possible that the adolescent may have the imposing idea that he is being evaluated, which is inadequate when attending any youngster. It is understood that this facilitation also occurs because in a game the atmosphere of lucidity is less threatening to the patient to reveal himself as playing. It is the game that "interviews" and, therefore, the youngster has less to be afraid of when expressing his experiences.

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This study based on moral culture research and the theoretical Piagetian perspective aims to investigate the relation between virtue and rules in the procedures of participants in the Internet game Colheita Feliz (Happy Harvest) – an Orkut application. By means of descriptive qualitative analysis, the behavior of 60 participants in the game was observed during two months. The participants’ performance ranking was analyzed according to the procedures they used. The results showed predominance of the crop stealing procedure in comparison with the crop cultivation procedure and allowed to consider that the action of stealing of the participants was not guided by the universal principles of virtue, honesty or lack of it (moral domain) but by the playing convention for the game (social domain) favoring the stealing procedure, and also by personal domain (choices) and mutual agreement among the subjects participating in the game. The data did not indicate connections between the participants’ actions inside and outside virtual and real fields with regard to stealing, and reinforced the idea that rules are conventionalized in the domain of a group and depend on social interactions by which mutual respect among peers must prevail. The data also shows that morality is not the regulatory actions in the game. The results also showed the importance of carrying out research on procedures used by computer game players since such procedures can demonstrate cognitive, moral, affective and social aspects perceived during playful interaction situations.

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Pós-graduação em Educação - FFC

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Childhood is a theme that has attracted many controversies and discussions, and winning approaches to the increasingly large over time: biological, psychological, educational, welfare and, more recently, sociological. It is known that the movement, play and game activities are important recurrent and integral development of children, and should be present prominently in early childhood institutions. Based on these assumptions is that this study aimed to analyze the didactic-pedagogical principles postulated by the law, official guidelines didactic teaching and literature, with regard to meeting the needs of children in early childhood education. Unveiling the expectations of the families responsible for children in relation to early childhood education, especially with regard to movement, and play games and compare to what extent these expectations turn away or close to the guidelines on teaching and pedagogical movement, games and postulated in official documents, legislation and literature. To this end, we carried out literature search, selection and analysis of texts relevant to the understanding of the theme. Fieldwork was conducted in a Municipal School of Early Childhood Education Full-time (Emei) of Bauru/SP, and involved the analysis of the Political-Pedagogical Project of the institution, semi-structured interviews with five teachers and five children in the family responsible for Garden II (ages 5 to 6 years). Data were analyzed using thematic content analysis of Bardin and triangulated by the confrontation of literature/legislation, the Pedagogical Political Project of the institution and the expectations of families/guardians. We also realize that the Pedagogical Political Project of EMEI is in routine activities with the children, movement, and play the game are covered and are worked. According to teachers interviewed they assist in learning other areas of work (Oral and Written Language, Nature and Society, etc.) learning of moral...