104 resultados para Jogos de computador


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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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The use of computers in childhood education makes it possible for them to acquire knowledge in a fun way through games. This paper describes the experience of implementing the course Computers for Children, which is part of a University Extension Program at the School of Dentistry at UNESP - Araraquara. This course is offered to children aged 5-7 years old and it aims, not only, to offer children, via computer, a direct contact with new teaching technologies, but also, to help them develop both their motor and logical thinking abilities through educational games. The children that participated in this course are from the Childrens Center Casinha de Abelha at the UNESP -Araraquara and also from the Municipal Recreation and Educational Centers also in Araraquara, SP, Brazil. The software resources used in this course to teach computer skills are the educational games Coelho Sabido Maternal, A Estrela Cintilante and Festa dos Dentinhos. The childrens learning and the level of difficulty in using the computer as a tool were evaluated. It was possible to conclude that the course has been contributing to the digital inclusion of children aged 5-7 years old, in addition to training their visual and audio perception, their motor coordination and memorization, hence developing skills that are essential to the childrens literacy process.

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Conselho Nacional de Desenvolvimento Cientfico e Tecnolgico (CNPq)

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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 ltima dcada, nos governos Lula (2002 - 2010) e Dilma ( 2011 - 2012), os jogos eletrnicos passaram a figurar nas polticas pblicas governamentais, com o ganho de destaque da indstria a partir do seu crescimento nos ltimos anos e por meio de iniciativas promovidas por instituies como a ABRAGAMES (Associao Brasileira das Desenvolvedoras de Games) e a ACI Games (Associao Comercial, Industrial e Cultural de Games). Concebendo a indstria de games como uma indstria criativa, esta monografia busca descrever o mercado nacional de jogos eletrnicos e assim expor seus dispositivos de fomento e desenvolvimento, evidenciando as polticas pblicas governamentais para a rea e incluindo uma exposio de como os games se inserem ou podem se inserir em polticas de incentivo do governo federal como a Lei Rouanet, Lei da Informtica 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 childrens 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 childrens development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Designs 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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The use of technologies called computedassisted, such as CAD - (Computed Aided Design), CAM - (Computed Aided Manufacturing) and CNC - (Computed Numerical Control), increasingly demanded by the market, are needed in the teaching of subjects technical drawing and design courses for engineering and design. However its use findl barriers in the more conservative wing of the academy, who advocate the use of traditional drawing, for the settling of the concepts and the development of spatial reasoning. This study aimed to show the results obtained with the design and production of an apparatus for measuring a three-dimensional computer-aided milling machine, interaction, integration and consolidation of concepts, fully demonstrating that the learning of computer-assisted technology is possible, and its use is most appropriate, meaningful and productive, than the use of instruments in the classic design.

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The present article aims to discuss a process of continuing education which was focused on Science teaching and computer use considering the school as the locus of training. This process was intended for teachers who taught in the first years of Primary School. The research was developed with a qualitative approach, focusing on participant observation. It was aimed to characterize the educational practices, considering the elaboration of scientific knowledge, the development of experimental activities and the educational possibilities of the Information and Communication Technologies. The results reveal the involvement of the group in an attitude of research and reflection, and the utilization of collective spaces for constant discussion regarding the issues of classroom and teaching action.

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Performance of cyclical and discrete movements executed in Fitts task simulated by computer Abstract This study compared the performance of cyclical and discrete movements in Fitts task simulated by a computer. Twenty male adults, between 25 and 30 years old, participated as volunteers in the study. The software Discrete Aiming Task (v.2.0) simulated the Fitts task, in the discrete and cyclical conditions, and provided the movement time (TM). It was manipulated 4 target widths and 3 distances between the targets to provide index of difficulties (ID) from 1 to 6 bits. The ANOVA TWO WAY, 3 (Conditions) x 6 (ID), with repeated measures in the last factor, compared the TM in the different conditions. Regression analysis verified the relationship between TM x ID. There were no significant differences between the conditions; the virtual environment and the mouse were used to explain such results. All movement conditions showed a straight relationship between TM x ID with R>0.990. Therefore, Fitts law showed to be consistent, independently of the movement strategy performed.

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Apresentamos neste trabalho experincias obtidas na aplicao de um dos jogos desenvolvidos como parte do projeto de Extenso Ensinado Matemtica atravs de Jogos, Modelos Geomtricos e Informtica, o qual tem como objetivo desenvolver entre os alunos do ensino fundamental e mdio o estmulo pelo interesse em Matemtica e o aprimoramento de seus conhecimentos nesta rea, o que propiciado atravs do contato com problemas desafiantes e da interao com outros colegas e docentes, despertando o gosto e interesse pela investigao matemtica, atravs dos jogos, modelos geomtricos e softwares. O Ensinando Matemtica atravs de jogos, modelos geomtricos e informtica conta com a colaborao de 3 docentes do departamento de Matemtica da UNESP-Bauru e envolve a cidade de Bauru com vrias escolas pblicas de ensino mdio, participando as trs sries deste nvel. Um dos objetivos dos departamentos de Matemtica das universidades brasileiras estimular o interesse dos graduandos ingressantes pelo raciocnio lgico. Outro ngulo 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 Matemtica, propiciando uma maior interao professor / aluno, e promovendo uma aproximao comunidade / universidade, fazendo com que o aluno tenha uma nova viso da Matemtica atravs dos jogos. Assim, de forma ldica, estamos fazendo com que este aluno pense nos conceitos aprendidos na sala de aula, questione a lgica usada para fazer o pensamento, fazendo com que este estudante crie conexes entre as vrias reas da matemtica. 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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The use of computer-assisted technologies such as CAD - Computed Aided Design, CAM - Computed Aided Manufacturing, CAE - Computed Aided Engineering and CNC - Computed Numerical Control, are priorities in engineering and product designers. However, the dimensional measurement between the virtual and the real product design requires research, and dissemination procedures among its users. This work aims to use these technologies, through analysis and measurement of a CNC milling machine, designed and assembled in the university. Through the use of 3D scanning, and analyzing images of the machined samples, and its original virtual files, it was possible to compare the sizes of these samples in counterposition to the original virtual dimensions, we can state that the distortions between the real and virtual, are within acceptable limits for this type of equipment. As a secondary objective, this work seeks to disseminate and make more accessible the use of these technologies.

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With the advancement of computer technology and the availability of technology computer aided design (CAD) errors in the designs are getting smaller. To this end the project aims to assess the reliability of the machine (CNC), which was designed by students of mechanical engineering college engineering - UNESP Bauru, by designing, modeling, simulation and machining an airfoil automotive. The profile template selected for the study will be a NACA 0012 machined plates in medium density fiberboard (MDF) and will be performed with a structural analysis simulation using finite elements and a software CFD (Computational Fluid Dynamics), and test the real scale model in a wind tunnel. The results obtained in the wind tunnel and CFD software will be compared to see the error in the machining process.