125 resultados para Jogos matemáticos


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Pós-graduação em Matemática em Rede Nacional - IBILCE

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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This essay addresses translation as a form of resistance, whose invisible, unexpected effects underlie my rendering into Portuguese of two poems by the AfricanAmerican contemporary poet Harryette Mullen, with interesting developments that enable to envisage the complex intricacies that characterize different black aesthetics.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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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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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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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