89 resultados para Jogos de bola


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The (usually rotten) fruit theme or motif is recurring in Ferreira Gullar‟s poetic work (from A luta corporal, 1954, to Em alguma parte alguma, 2010). It can be said that the semantic-metaphoric field comprises metapoetic to political and social issues –expressive aspects in the author‟s trajectory. Thus, starting from the fruit topic which is characteristic of the bucolic-pastoral poetic tradition and tracing its presence in Brazil, this paper aims, by analysing some of Gullar‟s poems, to reflect on the peculiar way the problem is subverted in his lyric.

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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.

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Written language is a form of communication between humans and, as is not acquired naturally, needs educational interventions systematized to be learned. However, the teaching of writing is still mechanically imposed on the student, and could make use of other features such as games and plays. As a result, this research we analyze the writing development of phases, the psychic functions present in its development and the construction of a paradigm games and games that can be used as auxiliary tools in the teaching of writing. We describe the operation of each and identify how they can be used in the classroom. The survey was conducted through a qualitative approach of empirical type. The data concluded that these instruments are not used in class and often writing has no social relevance for the child. We also conclude that some usage scenarios of play occurred among children, are not used for didactic purposes as an example of sign-symbol relationship by teachers to teach writing

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Na última década, nos governos Lula (2002 - 2010) e Dilma ( 2011 - 2012), os jogos eletrônicos passaram a figurar nas políticas públicas governamentais, com o ganho de destaque da indústria a partir do seu crescimento nos últimos anos e por meio de iniciativas promovidas por instituições como a ABRAGAMES (Associação Brasileira das Desenvolvedoras de Games) e a ACI Games (Associação Comercial, Industrial e Cultural de Games). Concebendo a indústria de games como uma indústria criativa, esta monografia busca descrever o mercado nacional de jogos eletrônicos e assim expor seus dispositivos de fomento e desenvolvimento, evidenciando as políticas públicas governamentais para a área e incluindo uma exposição de como os games se inserem ou podem se inserir em políticas de incentivo do governo federal como a Lei Rouanet, Lei da Informática e a Lei do Audiovisual

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Educational games are responsible for part of the information assimilated by the child, because these games respect the individual learning time, enabling experimentation and, consequently, being an accessory to retain the acquired knowledge spontaneously. However, the analogy between stimulus and reception/result is not always the expected. On the one hand, there are the pedagogues, bearing the knowledge necessary to the children’s development. On the other hand, are the children, who cannot completely assimilate the concept, commonly because of lack of planning on the product. After all, the children become not interested in the game, without developing the expected cognitive abilities planned for the product. Whereas the importance of the games on children’s development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Design’s knowledge and skills. Specifically, the research intends to investigate games targeted to stimulate geometric concepts, and so, to describe parameters that must be observed during the product planning.

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In the soccer game, the player needs to be ready to attend the outlined requirements in differents extrategic moments. The fundamentals of soccer optimize their participation in a game, however, a correct execution of the movements can ensure their efficiency. From those fundamentals, we highlight the kick executed with the lower limbs characterized mainly by being an appeal of offensive played moving or stopped. Therefore, the objective of this review was to evaluate the kick's ability in the non- practitioners of this modality. Through a descripitive search, the objective followed by the protocol proposed by Mor-Cristian in 1979 was reached. The sample consisted of 48 individuals from both sexes, aged between 19 and 43 years old, students of Physics’ Education of a private University in the State of São Paulo - Brazil. The average of target 01 was 15.92 points, target 02 was 3.83, target 03 showed an average of 4.75 points and the target 04 had the average of 10.33. From the results we can observe that the target 01 have received the highest score over the other arcs. We conclude that the lower arches shown to be more likely to hit compared to the upper arches as being individuals who do not practice soccer.

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The aim of the study was to analyze the relationship between run-up spatial-temporal variables with ball velocity in the dominant and non-dominant kicks, and to compare the ball velocity between contralateral limbs. Six futsal players (aged 13 and 14 years) participated in the study. The participants performed 4 kicks with maximal velocity in the stationary ball with each limb. Participants’ movements were recorded by 4 digital cameras (120 Hz). Dvideow software was used for kinematic procedures. The variables analyzed were: length and width of the last but one step and last step before ball contact, distance of the support foot to the ball, run-up velocity and ball velocity. The relationship between spatial-temporal variables with the ball velocity was analyzed by linear regressions with ball velocity as dependent variable. Student t test for paired samples was used to compare ball velocity between dominant and non-dominant kicks. For the dominant limb, the ball velocity was predicted only by the run-up velocity in 16.7%, while for the non-dominant limb only the distance of the support foot to the ball was prognostic variable in 11.9%. The ball velocity was greater for the dominant limb. Run-up variables that predictive ball velocity were different between the dominant and non-dominant kicks.

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The main function of the immune system is the defense against infection, being composed by the leukocytes that modulate the immune response, which can be innate or adaptive. The physical exercise can causes positive or negative alterations in the total or relative number of leukocytes. When the exercise has a low or moderate intensity it`s considered beneficial for improving the function of the cells responsible for the defense and to reduce the risk of infectious illnesses. The type 2 diabetes is related to an incapacity of the body in rightly respond to insulin, associated to an resistance to its actions. The purpose of this research was to make a study of the immune system characteristics, as well as the type 2 diabetes and the relation among both and the physical exercise. So, it was analyzed a group of type 2 diabetics coming from Diabetics House of Franca -SP, treated through a program of mix physical training. Two collections of blood were pre and post training program for the pair comparable of the participants. It was found positive alterations of the subpopulations of leukocytes that show a probable improvement of the immunological state what allows us to suggest about a possible improvement of the immunological activity, what would be measured by the activation of these cells forward to an inflammatory/infectious condition. So, we suggest that future studies involving diabetes, immune system and physical exercise be encouraged.

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The aim of study was to verify what tactical behaviors differ winner from loser teams in small sized games in youth soccer players. The tactical performance of winners and losers teams was compared through of System of Tactical Assessment in Soccer (FUT-SAT). Three thousand eight hundred and eight tactical actions were carried out by seventy-two youth soccer players from the under-11 (n=12), under-13 (n=12), under-15 (n=30) and under-17 (n=18) categories of Portuguese teams. Twenty four teams were composed to analyze, each team carried out one match (12 match analyzed). Each team was composed by three line players with goalkeeper which was not analyzed in test. The statistical analysis was performed thought the SPSS 17.0 software for Windows. A descriptive analyze and the KolmogorovSmirnov, Chi-square, Mann-Whitney U and T-Test tests to the independent samples was carried out, and the Cohen’s Kappa test to determining of the sample reability. Considering 76 variables analyzed, 12 presented significant differences among players of winners and loses teams. The players of the winner teams presented superiority in Macro-Category Action, in the Defensive tactical principles, Equilibrium and Defensive Unity. In the category Local of action in the Field, the winner teams presented superiority in the number of defensive actions performed in the defensive midfielder. In the category Result of the action, the variables Keep without the ball, Retrieving the ball possession and Shots on goal the winner teams presented higher results, while in variables Losing the ball possession and Suffering shot on goal the loser teams presented higher results. In the Performance Macro-Category, the superiority of the winners was showed by better Tactical Performance Index (TPI) in the Penetration principles, Offensive Unity, and in the Offensive phase of the game. The results demonstrated that the winner players presented superiority in both stages of the game.

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Apresentamos neste trabalho experiências obtidas na aplicação de um dos jogos desenvolvidos como parte do projeto de Extensão “Ensinado Matemática através de Jogos, Modelos Geométricos e Informática”, o qual tem como objetivo desenvolver entre os alunos do ensino fundamental e médio o estímulo pelo interesse em Matemática e o aprimoramento de seus conhecimentos nesta área, o que é propiciado através do contato com problemas desafiantes e da interação com outros colegas e docentes, despertando o gosto e interesse pela investigação matemática, através dos jogos, modelos geométricos e softwares. O “Ensinando Matemática através de jogos, modelos geométricos e informática” conta com a colaboração de 3 docentes do departamento de Matemática da UNESP-Bauru e envolve a cidade de Bauru com várias escolas públicas de ensino médio, participando as três séries deste nível. Um dos objetivos dos departamentos de Matemática das universidades brasileiras é estimular o interesse dos graduandos ingressantes pelo raciocínio lógico. Outro ângulo é buscar meios de incentivo para alunos e professores, na tentativa de colaborar para a melhoria do quadro brasileiro que se coloca. Com este projeto estamos estimulando o gosto pela Matemática, propiciando uma maior interação professor / aluno, e promovendo uma aproximação comunidade / universidade, fazendo com que o aluno tenha uma nova visão da Matemática através dos jogos. Assim, de forma lúdica, estamos fazendo com que este aluno pense nos conceitos aprendidos na sala de aula, questione a lógica usada para fazer o pensamento, fazendo com que este estudante crie conexões entre as várias áreas da matemática. Dentre os jogos aplicados, o “fecha a caixa” tem nos proporcionado atingir este objetivo, como apresentamos no decorrer do nosso texto.

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Pós-graduação em Letras - FCLAR