19 resultados para Learning business strategies
em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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The paper presents and discusses business strategies based on the association from journalistic content to new commercial practices in digital media. We describe selected examples from Folha de S. Paulo and El País involving service guides, links and ecommerce advertisements. The employed method provides content analysis to illustrate how the search for new business models in journalism may conduct its commercial activities beyond the conventional sale of advertising and subscriptions, including a discussion on the challenges and implications of this practice. The hypothesis is demonstrated by describing operations for the sale of tickets, books, music, and films related to news features and service journalism contents. The text finally wonders and discusses how such commercial actions may affect editorial autonomy and publishing exemption.
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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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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Geografia - IGCE
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O jogo de empresas Mercado Virtual foi desenvolvido para mediar o processo ensino-aprendizagem na área de tomada decisão e gestão de empresas e tem um banco de dados que armazena as decisões dos alunos. Os dados nele armazenados foram analisados em relação ao balanceamento de capacidade, objetivo de lucro e uso de recursos financeiros da empresa e foram encontradas incoerências entre os conteúdos pertinentes ao modelo e as decisões dos alunos. Elas foram classificadas como lacunas de aprendizado. Com o objetivo de analisar se as mesmas se repetem entre alunos do Programa de Mestrado Engenharia de Produção da UNESP de Bauru e Mestrado Integrado em Engenharia Industrial e Gestão da Uminho de Guimarães, Portugal, foram realizados dois experimentos, um em cada grupo. Para realizá-los utilizou-se o jogo Mercado Virtual e uma planilha de dimensionamento da empresa nos dois locais. A Sala de Estudos, os indicadores e o questionário de pesquisa da opinião foram utilizados somente em Portugal. Os resultados mostraram que o jogo é capaz de evidenciar as diferenças de domínio de conteúdo nos dois grupos e, também, que estas diferenças estão associadas aos projetos dos cursos. Sendo uma pesquisa exploratória, os experimentos foram realizados considerando-se somente os controles do jogo. Por isso, propõe-se a realização de pesquisas adicionais combinando controle sobre algumas das variáveis relacionadas do uso do jogo e atuação sobre aprendizagem dos alunos na forma de entrevistas e pesquisas não estruturadas. Conforme previsto, a pesquisa mostrou que os jogos podem ser utilizados com objetivos de aprendizagem mais amplos, considerando-se a avaliação indireta e cruzada sobre as decisões tomadas pelos alunos, como é o caso dos indicadores. Outra contribuição importante da pesquisa refere-se ao uso de jogos de empresas sob condições pouco controladas, ou seja, não houve...
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The collective purchases translate into new business strategies that so far are poorly studied, but they have modifyied considerably the forms of consumption through the consumers individualisation, which causes changes in society's routine. The analysis of the theme was performed by study cases of collective shopping places in the city of Campinas, country of the state of São Paulo, and on its influence in the metropolitan area, which intented to understand, through custumers interviews, the contradictions and peculiarities of this service that has increased each day more . For this purpose, the research methodology is focused on the consumer , that's because the process of productive change tied to forms of trade and distribution of goods have been transforming social values considerably, based increasingly on impulsive consumming . Thus, to understand how the electronic commerce and more specifically the collective shopping websites works, it's necessary to examine the forms of commerce and the consumer's behavior in order to explain the city organization and the contradictions of the geographic space
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The Brazilian automotive industry has undergone profound changes during the 90’s decade, as a consequence of the market opening up through the liberation of automobile imports. The exposure of the Brazilian domestic market to competition with imported products of high quality and lower prices indicated the need for significant changes in those auto industries operating in this country, with the intention of making them competitive. To achieve these objectives management and production concepts were adopted, such as: the just-in-time philosophy; lean manufacturing; outsourcing; reengineering and increasing the rate of automation in both production and management systems. These changes helped to increase productivity and, in turn, reduced the level of employment in the sector, especially in activities where the required qualification levels were low. Despite this modernization, the Brazilian companies have committed themselves to meet the specific needs of the Brazilian market. The objective of this paper is to analyze and present manufacturing strategies from six manufacturers of automotive vehicles: Toyota in Japan, Fiat in Italy, Volkswagen in Brazil and Germany and General Motors in the U.S. and Brazil. The predominant method of research was from reviewing relevant literature, whereas the empirical data was analyzed qualitatively. The article seeks to identify the manufacturing strategies adopted by manufacturers located in the above countries, electing one automotive manufacturer to represent each country. The research demonstrated that the processes for production of automobiles in four plants located in, the U.S. (GM); Italy (Fiat); Japan (Toyota) and Germany (VW) are similar to those adopted in Brazilian industrial plants of the same companies (GM and VW), with differences of operations only in the business strategies adopted by each of them.
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Pós-graduação em Engenharia de Produção - FEG
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This study aims to demonstrate that data from business games can be an important resource for improving efficiency and effectiveness of learning. The proposal presented here was developed from preliminary studies of data from Virtual Market games that pointed the possibility of identifying gaps in learning by analyzing the decisions of students. This proposal helps students to refine their learning processes and equips tutors with strategies for teaching and student assessment. The proposal also complements the group discussion and/or debriefing, which are widely used to enhance learning mediated by games. However, from a management perspective the model has the potential to be erroneous and miss opportunities, which cannot be detected because of the dependence on the characteristics of the individual, such as ability to communicate and work together. To illustrate the proposed technique, data sets from two business games were analyzed with the focus on managing working capital and it was found that students had difficulties managing this task. Similar trends were observed in all categories of students in the study-undergraduate, postgraduate and specialization. This discovery led us to the analysis of data for decisions made in the performance of the games, and it was determined that indicators could be developed that were capable of indentifying inconsistencies in the decisions. It was decided to apply some basic concepts of the finance management, such as management of the operational and non-operational expenditures, as well as production management concepts, such as the use of the production capacity. By analyzing the data from the Virtual Market games using the indicator concept, it was possible to detect the lack of domain knowledge of the students. Therefore, these indicators can be used to analyze the decisions of the players and guide them during the game, increasing their effectiveness and efficiency. As these indicators were developed from specific content, they can also be used to develop teaching materials to support learning. Viewed in this light, the proposal adds new possibilities for using business games in learning. In addition to the intrinsic learning that is achieved through playing the games, they also assist in driving the learning process. This study considers the applications and the methodology used.
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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This study aim to verify the use of learning strategies in students of the elementary level presenting interdisciplinary diagnosis of attention dei cit hyperactivity disorder (ADHD). Nine students, male gender, attending 3rd to 9th grade level of the elementary level, average age 10 years and 7 months, presenting interdisciplinary diagnosis of attention dei cit hyperactivity disorder (ADHD). h e students were submitted to the application of the Evaluation of Learning Strategies from elementary level – EAVAP-EF – scale, which aimed to evaluate the strategies reported and used by students in situation of study and learning, as follows: cognitive strategies, metacognitive strategies and absence of dysfunctional metacognitive strategies. h e general result at EAVAP-EF scale, showed that students with ADHD reached the percentile 25%, considered as low performance in the use of the learning strategies. For the variable absence of dysfunctional metacognitive strategies, the students presented percentile 30%, percentile 25% for cognitive strategies and 55% for metacognitive strategies. h e results showed that ADHD students do not use ef ectively the learning cognitive and metacognitive strategies and present the use of dysfunctional metacognitive strategies. h ese alterations match with the framework of ADHD because the entry of information, either visual or auditory, showed alterations, derived from inattention, which af ected the learning in classroom situation.
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In the last years there was an exponential growth in the offering of Web-enabled distance courses and in the number of enrolments in corporate and higher education using this modality. However, the lack of efficient mechanisms that assures user authentication in this sort of environment, in the system login as well as throughout his session, has been pointed out as a serious deficiency. Some studies have been led about possible biometric applications for web authentication. However, password based authentication still prevails. With the popularization of biometric enabled devices and resultant fall of prices for the collection of biometric traits, biometrics is reconsidered as a secure remote authentication form for web applications. In this work, the face recognition accuracy, captured on-line by a webcam in Internet environment, is investigated, simulating the natural interaction of a person in the context of a distance course environment. Partial results show that this technique can be successfully applied to confirm the presence of users throughout the course attendance in an educational distance course. An efficient client/server architecture is also proposed. © 2009 Springer Berlin Heidelberg.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)