935 resultados para Jogo de faca picadora


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This paper analyzes the Psychology of Play developed by D. Elkonin and his followers through examining the central theses of the cultural-historical theory. The goal is to identify elements that can support the organization of early childhood education practices. The cultural-historical theses represent a solid theory about children's play, featuring an original contribution to understand the historical emergence of play and its social nature in ontogeny. Based on Cultural-historical theory of play, we conclude that early childhood education which considers play as the leading activity must relate to the experience of various spheres of social life and the content of human activities. It is understood that the goal of educational intervention in children play is the development of the social role represented in the game. It is argued that play should neither oppose nor prevail over other activities.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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This paper brings notes regarding Wittgenstein’s philosophy of language and its presence in habermasian philosophy by means of the basic concept language game. The approach of language of the second Wittgenstein reaches a rather culturalist abstraction, which, however, disclaims him of the pretension of being a theoretical of language, but in Habermas, this approach is put with an intention: the systematization of the universal pragmatics, which he presents as a theory of language games.

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In this paper we present ongoing research in which we approach the regulatory role of language in role play in children aged six and seven. In research, we seek an understanding of the relationship between language, ownership and complexity of the children's game. The hypothesis guiding the research is that the dialogical relations between children and adults and among children, while playing, contribute to children's learning game. Procedures are being used interpretive ethnographic research that focuses on the human meaning of social relations, waged by the subjects in a particular historical context and its elucidation and exposition by one researcher. This approach allows closer studies of Vygotsky and Bakhtin scholars of language that emphasize the regulatory role of language in human relationships and value the dialogic exchange between researcher and researched; active subjects of the research process. The data were produced by means of observation and interview, in a field diary records, photographs and audio recordings. They are being screened in thematic groups and analyzed using interpretative narration. The participants were two teachers and two classes of the first year of an Elementary school (EMEF) School of Municipal Elementary School Crane, State of Sao Paulo, totaling 45 subjects. Bearing in mind the above assumptions, are presented and analyzed data that allow to anticipate some results.

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Pós-graduação em Educação Escolar - FCLAR

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With the technology evolution for school proposals, became necessary the creation and modifica- tion of the pedagogical paradigms applied in the classroom. With this in mind, this monograph attempts to explain clearly and succinctly how to develop a complete game, following the precepts of appropriate pedagogy and software engineering steps, explaining the main entertainment devices and graphics suitable for the student’s intellectual development. Therefore, it is studied throughout this academic work, the complete process of development, making use of the development language ActionScript 3.0 , aided by some other technologies, show- ing that the use of technology articles in the classroom is possible and highly indicated

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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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Theoretical work that studies the alternate reality game, as well as their use for promotional purposes, to explore the convergence of media and encourage the participant to change between them. To do this analysis is plotted an overview of the concepts of transmedia storytelling and transmedia marketing to analyze a proposed game - Vivencie a Pandora - to promote a TV series - Nova Éden

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O presente estudo se propos a verificar as diversas formas de manifestação do Jogo Simbólico nas crianças durante as aulas de Educação Física no Ensino Infantil, as diferentes formas de abordagem e o desenvolvimento de atividades por parte dos professores durante esse processo. Por meio de entrevista com o uso de questionário semi-estruturado, investigou com os professores, quais as estratégias utilizadas para o desenvolvimento do Jogo Simbólico nas aulas, tanto de modo coletivo quanto individual e qual o papel do Jogo Simbólico no desenvolvimento dos alunos. Os dados foram analisados e interpretados frente ao referencial teórico levantado e pode concluir que os professores fazem uso do Jogo Simbólico em suas atividades, mas que na maioria das vezes não valorizam a manifestação do mesmo de forma individual.

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O estresse psicológico é um importante fator que ocasiona uma queda no desempenho de atletas, independente do esporte. No Brasil o de maior visibilidade e mais assistido e comentado pela mídia é o futebol. Tendo em vista isso a pratica dessa modalidade em alto nível pode gerar certo estresse, no entanto a situações específicas durante o jogo que podem aumenta-lo ainda mais, dentre elas temos o pênalti considerado a melhor oportunidade de marcar o gol e a mais fácil, exatamente por isso essa situação não admite falhas. Apesar de já ser uma situação que causa alto nível de ansiedade, existem alguns fatores que podem influenciar mais ainda negativamente o cobrador, portando o presente estudo tem como objetivo primeiramente de encontrar o fator que causa maior influencia negativa nos atletas e posteriormente comparar com as cobranças de pênalti do Campeonato Brasileiro de Futebol de 2010 (CBF) nessa situação com as demais. Os dados obtidos a partir da aplicação de um inventário demostraram que o fator que mais influencia negativamente jogadores de futebol durante cobranças de pênalti são situações de final de jogo, assim o objetivo do presente estudo é de comparar as cobranças de pênaltis do Campeonato Brasileiro de Futebol de 2010, em situações de final de jogo com as demais. Os resultados obtidos mostraram uma queda de 4% nos escores em situações de final de jogo comparados com as demais

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The idea of this research is to analyze the possibilities of using chess as a nice alternative for motivating and teaching mathematics. The study was carried out in three steps, consisting of a literature review about the importance of games for education, followed by the importance that the game of chess has on the student's cognitive development and, finally, a qualitative analysis of data obtained by recording it. The data were taken from some activities performed in the 6th grade class of elementary education at a public school in the city of Roseira, state of São Paulo, in a team at the age 9 and 12 year-old students. The result of this research proved to be significant the use of chess game to teach math, we were able to verify that there was an easy assimilation of the subject, because when a student plays, he/she willdevelop skills in the game which becomes an incentive to study even more

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Como a busca por vitórias se torna cada vez mais difícil no esporte coletivo, qualquer vantagem é vista como um diferencial em cada partida. Além da vantagem física e tática, que seriam os mais tradicionais, os treinadores buscam outros meios como vantagem psicológica ou jogar com o mando de campo, que para muitos não passa de ter a torcida a favor, mas para os jogadores e treinadores a torcida tem papel importante de incentivar e para os adversários os deixar nervosos, também não se esquecendo da vantagem de conhecer e treinar no local do jogo alem de poupar os atletas do desgaste de viagens. Este trabalho visa verificar como o mando de campo interfere nos atletas de futsal, alem de como as variadas torcidas influenciam os jogadores durante a partida e como os atletas vêem seus companheiros de time. Foi realizado uma pesquisa bibliográfica e de campo, pela técnica de questionário fechado, que possibilitou a compreensão do fato em estudo, ampliando nossa visão. No decorrer de nosso estudo constatamos que de maneira geral jogar em casa é fator determinante para o resultado final da partida, o que menos motiva os atletas é a possibilidade do juiz ser influenciado pela torcida local e que o grupo masculino é mais fácil de ser motivado do que o grupo feminino. Com os resultados obtidos o treinador passa a conhecer melhor seus jogadores, podendo assim, talvez, escalar o time melhor em momentos difíceis.

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In the literature, it is possible to find a large number of studies directed toward athletic training in the physical, technical and tactical aspects of the Soccer game. In the other side, we are able to attest that there exists few instruments in the sport area of studies on evaluation of the athlete, in specific, rare are the instruments for assessment that takes into consideration the game situation. The most important aspect of an instrument of assessment is its validity. The present study has the objective to validate the “Instrument for Assessment of the Soccer Player” (IASP), proposed by Gama (2003). For the process of validation, participated nine university students, volunteers, four women and five men. The evaluators had a training period for acquaintance with the instrument and they analyzed, in individual basis, soccer games registered in video. This procedure was done via a 29 inches TV set, a DVD device and a voice recorder. Tests of reliability and objectivity were applied in order to measure intra and between observers consistency. As for the objectivity analysis, the results for each one of the soccer motor action with the ball in a game situation showed high correlation between possible score and obtained score. However these data did not allow for the validation of the IASP instrument as the criterion applied to the analyzed actions were different between observers even when of the observation of the same player in the same game. This problem was detected also in the evaluation of reliability. However, the present study was capable to point out inconsistencies within the Instrument for Assesment of the Soccer Player (IASP) so that after the needed changes being made, another validation will be done