11 resultados para gaming

em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"


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Pós-graduação em Educação - FCT

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With the advancement of the gaming industry in the market, became evident the need for trained professionals working in this area. This paper tries to study and report the process of creating a game for professional and aspirants game developers. For this reason, throughout this monograph will describe how was the process of creating a digital game developed by students at the Universidade Estadual Paulista-UNESP Bauru. The project tries to explore current mechanical created along with an emotional storyline

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With the advancement of the gaming industry in the market, became evident the need for professionals working in this area. With this in mind, this paper attempts to create an environment where aspirants and professionals in creating games can interact. To get to this point, was built one system based on current technologies, and parad igms of software engineering system. So throughout this monograph the process of the system development is studied, using different technologies, and showing how it can work, the exchange of information and knowledge among the games creation lovers

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With the development and popularization of gaming through the use of mobile devices, there are more and more young people involved in the world of games. At the same time, that this revolution happening in the world of new generations, the school seeks opportunities to integrate new tools that can benefit the learning process and keep up with the relentless social change. In this context, there are various tools and media that can be used for this approach. Gamification can foster learning content in a fun and relaxed way.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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It is a fact that childhood is a period of play and it is through them that the child meets their interests, express their way to organize, disorganize, build, think, making new discoveries. Therefore, the playful stands as one of the most important and effective in children's learning process forms, as it enables the development of imagination, feelings and fantasies, helping the child progress in their motor, psychomotor, cognitive, and physical skills emotional. This gives her the exercise of attention and memory to play activities adults engage, thus expanding their knowledge about the world. The teacher's role in this process is essential, where it can bring to everyday life of the child in various situations themes, turning the simple play on continuous learning and not just using the play as a complementary activity to the child because they provide pleasure and relaxation which do interact with the new learning and the group operates. The psychology emphasizes that play is essential to the balanced development of the psychosocial human being, because when in childhood, the relationship with the toy and gaming in general develops affectivity, creativity, and reasoning ability. Playing, the child increases their independence by building their knowledge. The aim of this work is to make a theoretical study based on a literature search, aiming to understand the play within the child development process, where it is recognized as very important in a child's learning starting from the theoretical conceptions of thinkers such as Piaget, Vygotsky, Wallon among others. With this, it can also be possible to recover the importance of the play that is being extracted from the infant universe due to new reasons to experience the modern world brings, as the excess number of activities assigned to the child, electronic games, etc. Finally, a playful approach to provide a reflection for parents and educators, bringing children's learning...

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Creative spaces need freedom. Any productions, especially with artistic content, need space to mistakes, that is, for an attempt away from the standard. The independent production environment is recognized in different artistic sectors as a space for innovation, to be free of the serial production logic. The major innovations in the international scenario of games came from the independent productions. Great classics revolutionized the aesthetics and functionality of this new media. This project aims to analyze the productive chains of Brazilian independent games, starting with a regional analysis. The goal is to observe the factors responsible for the innovation that these games can offer, the management aspects of creative processes, articulation of innovative agents and resources mobilized. Brazil currently has the fourth largest gaming market in the world with expectation of strong growth for years to come, but arises in the international market as a consumer. Given this regional demand is necessary to study the tools of production, even to help fill that need. Not only the production of games should be thought, the media coverage is also another important factor, in view of the economic importance of this segment. Understanding the mechanisms of innovation in the gaming universe, its impact on the formation of public and coverage of specialized journalism in this new media are possible outcomes of future studies and research that scientific research can contribute

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This article aims to discuss how communication can contribute effectively with education in cyberculture, by design of educational environments that are configured according to the specific language of cyberspace. We consider digital technologies as language and therefore as forms of communication. As a theoretical basis, we use Peircean semiotics, for questions relating to language; the concept of technologies of intelligence, to the relation of the technique with digital media and the concepts of emergency and of transmiting architecture to think of cyberspace communication interfaces. We made a brief reflection on the political, administrative, social, cultural and economic problems that hinder the development of more appropriate forms of education for cyberculture. Then we point out some similarities between the fields of education and communication and made some observations about qualities of digital media that can contribute to a mbetter use of it as an educational tool. Finally, we indicate an educational and communicational gaming approach as a possible way to make communication technologies interactive audiovisual interfaces, able to educate in the age of cyberculture.

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC