8 resultados para making computer games

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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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.

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

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This paper presents the results obtained with a business game whose model represents the decision making process related to two moments at an industrial company. The first refers to the project of the industrial plant, and the second to its management. The game model was conceived so the player's first decision would establish capacity and other parameters such as quantities of each product to produce, marketing expenses, research and development, quality, advertising, salaries, if purchases will be made in installments or in cash, if there will be credit sales and how many installments will be allowed and the number of workers in the assembly area. An experiment was conducted with employees of a Brazilian company. Data obtained indicate that the players have lack of contents, especially in finances. Although these results cannot be generalized, they confirm prior results with undergraduate and graduate students and they indicate the need for reinforcement in this undergraduate area. © 2012 Springer-Verlag.

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Pós-graduação em Educação Matemática - IGCE

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

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Lateral asymmetries are in everywhere as well as in all movements made by man, which become more evident in movements of sport. The asymmetry is particularly pointed out in futsal when players, even with clear opportunity of making use of their non-preferred foot, try to place the ball in order to execute the action with their preferred foot. The study of asymmetry in futsal is quite relevant, once ambidextrous players present advantages in their performances during a match, which can help futsal athletes not only in their performance improvement but also with the prescription of training. For this reason, the present study had questioned: is there symmetry/asymmetry at the performance of lower contralateral limbs during actions with the possession ball (pass, receiving a ball and kick into the goal) during a futsal match? Thus, the aim of this study was to analyze the symmetry/asymmetry using the preferred and non-preferred foot in actions with the possession ball (pass, receiving and shoot) in adult Futsal's players (professional). The winner team of eight matches of the 2012 FIFA Futsal World Cup was analyzed. An average of 75 players had all their actions (pass, receiving a ball and shot on goal) using their lower limbs during the match analyzed. However, their actions with the head and torso were not analyzed. The games were acquired through a television broadcast. All eight matches were followed by an appraiser through a computer. The Skout® software was used to collect the data, taking notes of the player involved, the type of action (pass, receiving a ball and shot on goal), its foot used (preferred or non-preferred foot) and if the execution was correct or wrong. These data were saved in a text file, in the form of a matrix and imported into the Matlab® software, where was analyzed the following parameters: frequency of occurrence of each action with each foot and quantity of correct and wrong occurrences performed with...