138 resultados para Jogos Olímpicos 2016
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Change on vertical jump after competitive period in professionals soccer players. Brazilian Journal of Biomotricity, v. 4, n. 2, p. 140-147, 2010. Soccer is a sport that demands different intensities of run, with decisive actions of a match being held in maximum intensity. Vertical jump test is widely used in soccer players due to the strong relationship with speed and agility. Futhermore, there are little information about change on vertical jump after the competitive season in soccer players. The aim of this study was to analyze change on vertical jump after the competitive season in professional soccer players. Took part in this study 21 male athletes (20.82 ± 3.16 years, 72.28 ± 8.74 kg and 179.91 ± 6.14 cm) subscribers to the 4th division of the Paulista championship of 2009. The competitive season had a duration of 20 weeks, with a total of 20 official matchs done. The test used was the counter-movement vertical jump (VJ), that was performed in the first (PRE) and last (POS) training session of the competitive period. After confirmation of data normality by Kolmogorov-Smirnov, the inferential analysis of the results of VJ between PRE and POS was performed using the paired t-test, considering the significance level of 5%. There was a significant increase (p<0,05) on VJ after the competitive period (PRE=54,19±4,46 and POS=57,94±5,23). According to the results of this study, it is possible to increase the performance of VJ in professional soccer players after the competitive period of 20 weeks duration.
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The social networking sites have experienced a large and rapid growth in recent years and bring together millions of users in Brazil and worldwide. Such networks allow adding groups of people with common interests or relationships, enabling members of this group to communicate and exchange information. Some social networks have specific goals, for example, aggregate individuals with common interests and professional relationships. However, they all share information in some way, whether in the form of short texts, photos, videos, among others. Sharing information in files is also a growing activity on the Internet and can be done in various ways, from sending files via email to multiple contacts to make available areas shared by the same contacts. However, applications are not yet available to enable file sharing on Facebook, considered the premier social network today. Given the growing demand for sharing files over the Internet, and a large number of users familiar with the use of these integrated applications for Facebook there is a demand for applications that allow users to share files with their contacts in this social network. This study aims to investigate how users use Facebook, and their practices for file sharing. It is believed that the results will substantiate future projects to develop software for file sharing on Facebook. Due to the exploratory nature of this research, the choice was made for a survey to collect data, applied through the web. From the results obtained, was possible to observe a frequent use of file sharing, but no interest in paid services. Regarding Facebook, was possible to observe their extensive use in both the frequency of access as the hours spent, as well as an increased use of applications (games, quiz, etc.). The full set of results shows a favorable environment for developing applications for sharing files on Facebook.
Persuasão ou performance: as estratégias comunicacionais para transformar o rúgbi em paixão nacional
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This paper analyzes the communication strategy of the Brazilian Rugby Confederation in the promotion of sport in the country, with three television campaigns developed since 2010 together with manufacturer Topper. One of the goals of the organization is to make the sport better known among the Brazilian public, with a view to inclusion of rugby in the Olympics in Rio de Janeiro in 2016. Very popular in countries colonized by Britain, the sport still has little visibility in the national sports scene, something to be transformed in organizational communication and advertising.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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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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This essay sketches some principles according to which a research project called “Mapping of math teacher education and practice in Brazil” is been conducted by a group of researchers with the objective of understanding the way policies related to teacher education and practice are effectively implemented in different regions of the country. The main objective of this article is, therefore, to discuss the pressupositions of this project, its foundation, the basic beliefs in which it is rooted. In order to emphasize such principles, some remarks on theorization, methodology, teacher education, narratives and on the concept of mobilization/apropriation are done. The essay is based on a metaphor built on cartographical practices.
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Como é conhecido pela maioria, infelizmente, o ensino de matemática vem enfrentando muitas dificuldades. Cerca o ensino dessa disciplina mitos, preconceitos, que fazem com que o estudante, muitas vezes, já chegue à escola com medo das aulas de matemática. Por outro lado, ainda perdura em muitas escolas um ensino focado na reprodução e não na construção do conhecimento, apesar de alguns professores buscarem alternativas para tornarem as aulas mais atrativas, priorizando atividades interessantes e motivadoras. O famoso livro didático e os caderninhos de apoio enviados pela secretaria do estado da educação ainda continuam sendo os principais recursos disponíveis na sala de aula. Os exercícios e listas, muitas vezes considerados intermináveis, buscam sem sucesso fixar um conhecimento que muitas vezes não foram se quer apropriado pelos alunos. Diante do exposto faz-se necessário pensar em transformações no ensino de matemática que ultrapassem a simples reprodução de exercícios e permitam tanto para o professor, quanto para o aluno um ensino mais atraente e desafiador e principalmente repleto de significados. Dessa forma, este estudo tem como objetivo mostrar ao aluno, a partir dos jogos matemáticos, a diversão e, também, a superação, possibilitando a construção de aprendizagens significativas.
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It is this presentation of search results undergraduates, which had the purpose to analyze the legal regulation constitutional produced during the constituent process of 87/88 on the right of ownership of the media, in order to investigate the ban constitutional monopoly and oligopoly in the appropriation of the means. A research proposal considers that this prohibition is also, as a consequence, the seal of the oligopoly and monopoly in the transmission of information, assuming a market plural and diverse. Further considers that, notwithstanding the statutory prohibition on the plane of reality some media companies monopolize certain sectors of the economy, controlling the flow of information, as can be seen in the recent issue about the monopoly rights to broadcast games of the Championship Football Serie A, by the Globo Television Network, a theme that will be used to justify the illegality pointed to the sector. In this sense, the research revisited the constitutional process in order to analyze the projects and legislative debates that led to the current constitutional regulation of ownership of the media, as well as reviewed the decision of the Administrative Council for Economic Defense (CADE) in against the monopoly of the Globo broadcasts Brasileirão, series A.
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Cinco anos após o início das transmissões da TV Digital no Brasil, faltando próximo há três anos para o desligamento da transmissão analógica, observou-se o empenho das emissoras e da indústria de equipamentos para televisão, no que tange a substituição da atual tecnologia de produção, registro, edição e exibição de sons e imagens, inclusive em alta definição, da implantação dos equipamentos para transmissão, retransmissão e, principalmente, o impacto para o telespectador, que deverá se preparar para a recepção digital ou com substituição de seus televisores ou aquisição de set-top-box, em prazos já determinados pelo Ministério das Comunicações, sob o risco de não mais receber as transmissões de sinal da TV aberta brasileira a partir de 29 de junho de 2016. Este texto reflete sobre problemas no processo de implantação da transmissão digital brasileira que poderão comprometer a cobertura do território nacional com o sinal digital, limitar a capacidade de recepção em alta definição nas localidades mais afastadas dos grandes centros e, em consequência, implicar no atraso em se produzir conteúdo com os recursos disponibilizados pela nova tecnologia.
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This study aimed to analyze the teachers´ knowledge of a physical education teacher network state of São Paulo. The interviewed reported having problems regarding the use of the court, especially because there is invasion of the community to smoking marijuana and/ou playing football, revealing the predominance of experiential knowledge to work in a new school, whose location and local culture do not seem to prioritize this social space as learning, dissemination and preservation of other bodily manifestations of the process of human civilization. It was found in such a setting an imbalance of the relative strengths of power between teacher and students, from schools, football and drugs in relation to body movement culture, it being understood that the relationships between these individuals are interdependent and dynamic. Finally, it urges an integrated process in educational, family, social and political fields from the perspective of balancing forces in relation to the use of that space, providing conditions for teaching and propagation of content (games, sports, gymnastics, dances and fights) of the body movement culture.
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According to our conceptions, to study the so called Projeto Minerva (PMi) – an action of Brazilian Military Dictatorship, implemented in the 1970s, which intended to provide access to Primary and Secondary Schools for thousands of Brazilians throughout the country, using a cheap, and at that time a widely -spread medium, the radio – implies to study not only a unique education strategy, but a variety of circumstances that allows it to be created and developed throughout its 10 years of existence in various Brazilian locations. Each circumstance, each region, each way of doing of each person involved in its development constitutes a different Minerva – that’s why we choose the plural to treat it: the Minerva ProjectS. In this paper we present one of the many possible histories about such project. Synthetically, we present some historiographical aspects of its creation, development and extinction and, based on a study about one of its lessons (related to Analitic Geometry), we try to evidence differences between a spoken mathematics and a written mathematics. According to the the oretical framework used in this text, inspired by the Wittgenstein's language philosophy, the Project articulates various mathematics, what is different of saying that the project deals with the "usual" Mathematics merely changing the way of communicate it.
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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.
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Pós-graduação em Letras - FCLAR
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A proposta deste trabalho é criar um Jogo de Tabuleiro Empresarial voltado para a capacitação de profissionais de micro e pequenas empresas em comunicação, juntamente com a aluna de Design da Unesp - Bauru, Tatiana Kurokawa Hasimoto. Observando o poder dessa ferramenta em outras áreas do conhecimento (como administração e empreendedorismo) exploramos o potencial da área de comunicação para a criação de um Jogo de Tabuleiro Empresarial, voltado para a capacitação e seleção. O trabalho tem como base um mapeamento de microempresas da cidade de Bauru, realizado pelo Núcleo de Opinião da UNESP, coordenado pela Profª Drª Célia Maria Retz Godoy dos Santos, onde foi possível perceber a falta de conhecimento sobre a área de comunicação por essas empresas. O objetivo é mostrar a importância da comunicação e principalmente como o profissional de Relações Públicas pode atuar nessas empresas
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC