902 resultados para Jogo simbólico
Resumo:
O presente estudo pretendeu averiguar a intervenção do treinador de andebol na Condução de uma equipa em Competição. Neste sentido, desenvolvemos o conceito de Planificação Táctica que em sentido lato refere-se à aplicação prática dos meios ao dispor do treinador, de acordo com um conceito de jogo próprio e com uma estratégia previamente definida, com o objectivo de ganhar um determinado confronto competitivo. Os objectivos deste estudo consistem em primeiro lugar, conhecer em profundidade o jogo de andebol, questionando os peritos da modalidade sobre três aspectos: que momentos determinantes existem no jogo de andebol, qual a sua ordem de importância e que estratégias de intervenção eles utilizariam nesses momentos; em segundo lugar pretendemos caracterizar a intervenção em competição dos treinadores de andebol quanto à forma de comunicação verbal. Os métodos de pesquisa utilizados foram o questionário (para conhecer o jogo de andebol) e um sistema de observação em vídeo (para caracterizar a comunicação do treinador em competição). Foram analisados dezasseis treinadores de alto nível por questionário e cinco por observação vídeo. Os questionários foram aplicados e as filmagens dos jogos efectuadas durante a época de 1999/2000. Da pesquisa efectuada por questionário decorrem as principais conclusões: 1) existem momentos em que a intervenção do treinador é determinante para o resultado final do mesmo. Durante o jogo é determinante o treinador intervir: 2) nos momentos finais do jogo em igualdade e desvantagem no marcador e quando a equipa sofre uma exclusão temporária; 3) de acordo com o cumprimento ou o resultado prático do plano táctico estabelecido; 4) fazendo substituições por lesão, por incumprimento das missões tácticas, como resposta às condições específicas do jogo e de acordo com funções defensivas e/ou ofensivas; 5) gerindo os descontos de tempo, solicitando-os de acordo com as exigências do jogo e intervindo ao nível colectivo e individual; 6)relacionando-se com os árbitros, mantendo sempre a cordialidade independentemente do resultado do jogo. Durante o Intervalo do jogo é determinante o treinador: 7) reunir rapidamente com o adjunto e dirigir a sua intervenção para as acções colectivas da equipa. Das estratégias que os treinadores afirmaram utilizar salientam-se as seguintes: Durante o jogo os treinadores afirmam intervir: 8) sobre o colectivo da equipa, reservando uma intervenção individualizada para os momentos de exclusão de jogadores; 9) nos descontos de tempo tanto colectiva como individualmente; Durante o intervalo do jogo os peritos afirmam: 10) iniciá-lo com uma análise colectiva da equipa. Da pesquisa efectuada por observação vídeo decorrem as principais conclusões: 11) a comunicação verbal dos peritos observados caracteriza-se por mensagens gerais, dirigidas para o colectivo ou para um jogador de campo, de carácter maioritariamente pressionante e aprovativa (quando os treinadores ganham os jogos) e de natureza defensiva.
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O estudo do futebol com recurso à análise do jogo tem servido para a compreensão da tendência evolutiva do jogo, para nortear o processo de treino e preparar a competição de forma eficiente. No presente estudo pretende-se detectar padrões comportamentais ocorridos a partir de livres ofensivos. A metodologia observacional, com recurso à análise sequencial com transições, prospectiva e retrospectiva, foi utilizada para a realização do estudo. A amostra foi constituída pelas sequências de jogo referentes aos livres observados em 7 jogos (quartos de final, meias finais e final) do Campeonato Europeu de Futebol 2008. Os resultados obtidos permitiram concluir que: a maioria das faltas sofridas ocorre durante o ataque posicional (57,5%), ataque rápido (35,3%) e nos primeiros 30 minutos de cada parte do jogo (1ªparte- 32,7%; 2ªparte- 24,7%). A análise sequencial prospectiva e retrospectiva permite afirmar ser significativa a probabilidade de: 1) o livre marcado directamente, no corredor central, activar: a) formação da barreira com 3 ou mais defesas, com pelo menos um atacante e uma defesa mista; b)trajectória da bola sem efeito e desmarcação para eventual recarga; c) remate com o pé finalizando em golo ou golo iminente; 2) o livre marcado indirectamente das zonas laterais activar: a) 3 ou mais atacantes na grande área e defesa mista; b) desmarcação do atacante que finaliza, com efeito da bola para o 1º e 2º poste, havendo superioridade e igualdade numérica atacante na zona alvo; c) remate com a cabeça e golo parcial; 3) situações de finalização com perigo ou perigo relativo serem activadas: a) pelo pé ou cabeça nas zonas próximas da baliza, em superioridade ou igualdade numérica atacante na área alvo; b) pela trajectória da bola ao 1º e 2º poste com desmarcação; 4) situações de finalização sem perigo serem activadas na ZLLB e ausência de desmarcação
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MORAIS JUNIOR, Agamenon Clemente de. O jogo que não foi jogado. In: ENCONTRO REGIONAL DA ABEM NORDESTE, 7., Joao Pessoa, PB, 2008. Anais ... Joao Pessoa, PB, 2008.
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práticas artificiais, que incluem a experiência midiática, numa negociação/conciliação permanente entre a cultura objetiva (social) e a subjetiva (do indivíduo). A mediação cotidiana e fundamental é a comunicação do real com o imaginário. Para além do ato ou efeito de mediar, de estar entre, as mediações são a articulação entre práticas de comunicação e movimentos sociais; são as modalidades da comunicação dentro das quais se inserem os meios e que estão ligadas ao sensorium dos modos de percepção e da experiência social. O cinema reflete esse quadro como produto de uma experiência coletiva de fascínio mágico, um lugar de participação afetiva. Comporta elementos do jogo não competitivo e também apresenta elementos do sagrado pela alimentação e divulgação de mitos, pela ritualização convertida em periodicidade e pelo extraordinário evocado em êxtase profano.
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En la interface de las Ciencias Sociales y de la Comunicación, la tesis expone una discusión sobre la Comunicación Social como área de conocimiento y discute las bases fenomenológicas de la producción de significado utilitario sobre el mundo. Para dar cuenta de esa reflexión se tiene como referencia la película Slumdog Millionaire? del director Danny Boyle. La experiencia vivida por el personaje principal llamado Jamal Malik sirve de apoyo a su éxito en un programa de TV cuyos desafíos consigue vencer uno a uno y transformarse en un millonario. El film, y en consecuencia la trayectoria de Jamal, es el operador cognitivo para que se presente la estrategia del personaje que transforma su conocimiento experimental en conocimiento pertinente, objetivo. La investigación sirve de base para ofrecer el argumento central de que solo existe conocimiento por medio de la experiencia vivida. A partir de esa concepción, la comunicación es vista en este ensayo como entrecruzamiento de caminos y nudos que se asemejan a un rizoma donde cada construcción de sentido, cada palabra que gana significación representa diversos enlaces de esos nudos sistémicos. Aseguramos que la comunicación es una condición sine qua non a los humanos y puede ser comprendida por la paradoja natural-artificial. Es de esta paradoja, que presentamos una contribución de la complejidad de la comunicación creyendo de forma dialógica que sí, hay una condición innata de la comunicación (y así mismo post humana) concomitantemente con la hipótesis de la artificialidad comunicacional. Corroboramos así, la idea de que el conocimiento fenomenológico de la comunicación es un juego de la construcción científica y, por lo tanto, un juego de la humanidad. En este mismo juego podemos comprender la comunicación por intermedio de algunos macro conceptos de la compleja actividad de comunicar (retroalimentación, recursividad y holograma) constelando así una estrategia de ligazón/estímulo/respuesta que nos permite conocer bien y saber organizar mejor el conocimiento adquirido en la práctica. La tesis tiene como interlocutores principales Claude Lévi-Strauss, Edgar Morin, Jean-Marie Pelt, Norval Baitello Junior y Vilém Flusser, entre otros
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This work is an attempt to show that the ideological conflict that has been developed by the hegemony of the 1930 Revolution historical events in Paraíba, conceptually turned into an insoluble social contradiction. It ocurred due to imaginary or formal resolutions of the literature that ended up by altering the epistemological rules of the relation between fiction and reality. The present work is based on The unconscious politics: a narrative as a socially symbolic act , book in which all the literary or cultural texts can and should be read as symbolic resolutions to insoluble social contradictions. From string to contemporary literature this phenomenon has been registered by the several ways of textual production turning the 1930 Revolution into one of the main elements which guides the political scene of Paraíba. The ideological groups still centered on the political resentment and committed to a political conflict forged the existence of two historical truths: one which suits the liberais , the winners, and another is of the 1930 conflict. This work argues in favour of the unconscious politics of the 1930 Revolution. This thesis considers necessarily the relation that the Paraibana society maintains with its past and how this past reaches in the present the liberation of a hidden and repressed truth through its narrativization. Beyond that, how the ideological partiality generated the political resentment through the way of thinking of the rivals under the perspective of the good and evil reveals its insoluble social contradiction. Process which comprehends varied narrative forms of the mass culture products and literary production, as in the methodological perspective pointed by Fredric Jameson that all literary or cultural texts can and shall be read as symbolic resolutions of true political and social contradictions. In the case of Paraiba we will have resolutions that search for the reasons which caused the death of João Pessoa: forgery and publicity of love letters, dispute over the official version of suicide commited by João Dantas, the man who assassinated João Pessoa
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The present study is about an etnographic research based on the Theory of Social Representation and its complementary approach, the Theory of Central Core based on the bourdiesianos concepts of field and habitus , concerning that these concepts, articulated to the constructed social representation, may contribute to the study of social identities. Its aim is to acknowledge which identity references community health agents (CHA), agents from Community Health Agent Program (CHAP) and Family Health Program (FHP) from João Pessoa PB and which social representation is constructed by them towards health education. The study had the participation of 119 CHAs, from which 90,3 % were female and 9,7% were male. Since the identity is also built by the representation of others towards the group, 63 professionals of the FHP group (16 nurses, 16 nursing assistents, 12 doctors, 9 dentists, 6 dentistry office assistents, 4 coordinators, 1 psicologist and 1 receptionist) and 1 nurse from CHAP took part of the study, oficial documents from the Health Ministry were analyzed, verbal information from its representatives were also taken into consideration, as well as reports from the many benefitiaries of the CHA, CHAP and FHP. For data collecting, we used the combination of (a) Direct Observation and Participant Observation of the functioning micro-areas of the CHA at the Family Health Units, and the Union of the Agents; (b) Free-Association of words and expressions to stimulate the CHA , Health Education and Health ; (c) Questionnaire; (d) Interviews. The interviews were submitted to a thematic analysis of its topic. The free-association was analyzed taking in consideration the vèrgesiana proposal (a combination of the frequency and average order of evocation) which treatment enabled the identification of the central and peripheral systems of social representation towards health education and the community health agent. A test of central refutation, associated to the analysis of the indicated evocations as the most important, provided empirical evidence of social representation towards health education as orientation , prevention and hygiene , as well as the identity of CHA as supervisor , friend , help , important , and the link between the community and the Family Health Staff. Other professionals from CHAP, FHP and the Health Ministry share all of these representational contents, especially the concepts of friend and link , also shared by the community. A habitus towards the community health agents was identified, as a representation based on trust and friendship, which gives the professional a great importance towards the daily inconsistencies faced by the community
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Since the enactment of LDBEN 9.9394/96, Physical Education began to be understood as a curricular component in school. Thus, we see the need for systematization of content. We observed that the physical education classes at the public schools in Natal/RN from the game content, teachers did not use the existing proposals for systematization. And it was on this reality that the study occurred, aiming to present and discuss a proposal to systematization the game content in physical education classes in elementary and secondary education. Accordingly, we departed of following question: What possibilities of systematization of the game content in school physical education classes?. The methodology used was the action research, which allowed us to structure the intervention plan for the game content, directed to a reflective didactic process. The dialogue with action research provided an opportunity to understand of the proposal of systematization, the knowledge of game content, the planning and process of teaching and learning in physical education lessons developed. We use the proposed systematization the book Educação Física Escolar e Organização Curricular , to direct and organize the lesson plans. As research technique, we use the participant observation, filming, photographic records and field diary, guiding us in the debates and discussions about the field of research. The applications of the lesson plans were carried out in three schools, all located in Natal / RN: Escola Municipal Professora Ivonete Maciel, Escola Municipal Professor Ulisses de Góis e Professor Escola Estadual Josino Macedo. The members of this study were students PIBID-EF-UFRN, teachers, supervisors and school. They made the bridge between research and action, theoretical foundation and pedagogical practice, university and school. The results were advanced for beyond the propositions submitted by the above-mentioned book. For the Elementary School 1, the proposed systematization broadened experiences and learning of knowledge of the game and of playful and body manifestations. Provided an opportunity to know and learn about game of make account, rules, popular games, cooperative games, among others. For Elementary Schools 2 and Middle education, systematized lessons allowed the practical, the incorporation of knowledge of the game and its features: such as rules, origin, meaning of the name, different denominations, among others. The students experienced and learned, popular games, pre-sport games, cooperative games, with recycled material, among others. The treatment from three dimensions of contents: procedural, conceptual and attitudinal, occurred parallel to approach the game content, and in conjunction with our interventions, not being done separately during practice, but an ongoing process during class. This new perspective of work the game, in a systematized way, with applying, description and discussion the activities, allowed elaborate a summary framework of thematizations for game content, by year of teaching
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Nowadays, technology has a direct influence on the relationship student and teacher have with language. The internet is a powerful tool in helping work with the language and, through it, the knowledge comes to the student easily and intensely. Furthermore, this facility has enhanced and made visible what has been called, within the University community, "plagiarism generation." This work assumes that this generation has, in their written texts, symbolic movements similar to those of "copy and paste" applied to research work carried out by high school students. Taking this as starting point, this dissertation aims to analyze how high school students of the 1st year from a school in Natal (RN) construct texts, under the movements known as "Ctrl + c" and "Ctrl + v", with reference to the text of the "other". More specific issues are behind the general objective, namely: 1. how the student appropriates the source-text when he copies and pastes? 2. What are the categories of analysis that allow us to look analytically and theoretically for the "ctrl + c / ctrl + v" practice made by the student? 2. how the studies developed in the fields of "Genetic Criticism" (Grésillon, 1987), the "school manuscripts" (Calil, 2004) and "paraphrase" (Fuchs, 1982) may help in working with writing in the classroom standing as a possible way to minimize the copy and paste effects in the students texts? Thus, we observe the categories of analysis that allow us to look, theoretically and analytically, for the symbolic ritual of the "ctrl + c" (copy) and "ctrl + v" (paste) in high school. Our study shows that the student text is a "hybrid body" whose writing is a drawing entanglement because of the presence of the foreign text, verbatim, and the presence of linguistic elements to paraphrase the original text.This textual embodiment has, behind it, certain operations, namely: replacing, moving, adding and deleting statements. Given the specificity of the data and the research objectives, this study aligns with qualitative research methods (SILVERMAN, 2009) and falls within the knowledge field of Applied Linguistics, which is characterized especially by investigating problems, phenomena in which language in a real situation is taken as central (BRUMFIT, 1995).Theoretically, our work follows the approach of studies on the paraphrase (Fuchs, 1982, 1994a, 1994b; DAUNAY, 1997, 1999, 2002a, 2002b), the studies developed in the field of Genetic Criticism (Grésillon, 1987, 1994, 1992, 2008 ) and those developed by Eduardo Calil (2004) on "school manuscripts"
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Starting from the premise that we live in the society of spectacle, as proclaimed by Guy Debbord, and, in this context, the media feeds itself off of this spectacularization and constructs a culture of images and production of goods, providing templates from which the subject can identify himself/herself as being male or female, successful or unsuccessful, powerful or powerless. In other words, the culture conveyed by the media produces material for the creation of identities through which individuals insert and recognize themselves in contemporary society. Observing the election campaigns, we can see clearly that this profusion of identities is fairly explored in the advertising propaganda used by the candidates, particularly in the propaganda broadcasted on the Free Electoral Time on TV. Instigated by the explicit relation between the media and politics within the society of the spectacle, this study aims to investigate the main identities that emerge in the discursive practices of the media in the election campaigns of 2010 for president of the Republic and governor of the State of Rio Grande do Norte that had as protagonists the candidates at that moment Dilma Rousseff (PT) for president and Rosalba Ciarline (DEM) for governor. To do so, we based ourselves on the theory of Bakhtin Circle, which considers the statement as a unit of verbal communication and conceives language as a dialogical phenomena and a discursive practice and also in the conceptions of dialogical relationships, social voices and chronotope formulated by the previous mentioned theory. Still in the theoretical field, we have established an interconnection with the theories coming from the Cultural Studies (Hall, Woodward) about the identity, which conceives it as multiple, fragmented, non-fixed, so that, the subject assumes different identities, not always coherent, at different times, depending on the context in which they are approached. The research is situated in the frames of Applied Linguistics, which considers language as the center of its studies and settles on the border of an open number of areas of knowledge expanding its possibilities of investigation by means of the interdisciplinary. Our corpus consists in 20 electoral propaganda videos aired on TV during the Free Election Time in 2010 campaign; among these, 14 videos are Dilma Rousseff s propaganda and 06 videos are Rosalba Ciarline s propaganda. We seek for the purpose of the analysis to identify the identities which emerge from the discourses about the candidates in propaganda videos broadcasted in the referred campaign, as well as realize the dialogical relations established in these discourses and even if the identity construction of these subjects is located in the same axiological axis. The corpus analysis revealed that the multiple cultural identities of the candidates campaigning emerge in the discourses circulating in the electoral propaganda aired on TV such as: the identities of pioneer woman, competent, sensitive, mother, grandmother, religious. And, yet, those are changeable as the electoral demands, in other words, the need to obtain support and votes, outline a fluid identity construction about the candidate to the position in question
Desempenho motor de pacientes com acidente vascular cerebral em um jogo baseado em realidade virtual
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The Cerebral Vascular Accident (CVA) is the leading cause of motor disability in adults and elderly and that is why it still needs effective interventions that contribute to motor recovery. Objective: This study was aimed to evaluate the performance of stroke patients in chronic stage using a virtual reality game. Method: 20 patients (10 with injury to the left and 10 to the right side), right-handed, average age 50.6 ± 9.2 years, and 20 healthy subjects with average age of 50.9 ± 8.8, also right-handed participated. The patients had a motor (Fugl-Meyer) and muscle tone assessment (Ashworth). All participants made a kinematic evaluation of the drinking water activity and then underwent training with the table tennis game on XBOX 360 Kinect®, 2 sets of 10 attempts for 45 seconds, 15 minutes rest between sets, giving a total of 30 minutes session. After training the subjects underwent another kinematic evaluation. The patients trained with the right and left hemiparect upper limb and the healthy ones with the right and left upper limb. Data were analyzed by ANOVA, t Student test and Pearson correlation. Results: There was significant difference in the number of hits between the patients and healthy groups, in which patients had a lower performance in all the attempts (p = 0.008), this performance was related to a higher level of spasticity (r = - 0.44, p = 0.04) and greater motor impairment (r = 0.59, p = 0.001). After training, patients with left hemiparesis had improved shoulder and elbow angles during the activity of drinking water, approaching the pattern of motion of the left arm of healthy subjects (p < 0.05), especially when returning the glass to the table, and patients with right hemiparesis did not obtain improved pattern of movement (p > 0.05). Conclusion: The stroke patients improved their performance over the game attempts, however, only patients with left hemiparesis were able to increase the angle of the shoulder and elbow during the functional activity execution, better responding to virtual reality game, which should be taken into consideration in motor rehabilitation
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This research aimed to analyze the forms of ownership and use of urban land in Cidade Nova, third official neighborhood of Natal (Rio Grande do Norte), between 1901 and 1929. During this period, the city and state authorities began an urban renewal, trying to transform the city, represent it as a new, modernized, able to track the progress and the new political condition of the capital of a republican state. It is observed in Cidade Nova construction of a new material and symbolic territory: the area that was once occupied by huts built by refugees of drought and some summer houses, was, from 1901, transformed, scanned through a urban plan. In Natal various municipal resolutions published between 1901-1929, showed the desires of the group leader to build on Cidade Nova neighborhood a delightful, modernized its structures to reflect the new political condition of the capital of a republican state. The analyzes of the edicts of the materials published in the newspapers A Republica and Diário do Natal, and especially the study of letters of aforamento, demonstrated how many laws were not enforced or resignified, highlighting the existing continuities. Thus, throughout the paper aims to examine how this territory was occupied and used by its inhabitants, such as the granting of land in aforamento may exemplify this practice and noncompliance and how the land was used to consolidate relations of influence and power. After all, the values given to a space, turning it into territory, resulting from the social dimension of this space, in other words, the social categories that use it. Cannot be, therefore, analyze the ways of appropriation and use of urban land in the third neighborhood of Natal without studying individuals who appropriated and used this territory. The study of the allocation of extant aforamentos of land located in this neighborhood process demonstrated the formation of a specific type of market that were at stake not only economic exchanges, but also, and above all symbolic exchanges involving political and social capital. The analysis of such personnel developed market with the lands of Cidade Nova may indicate the existing relations of power between state government, Stewardship and tenants, providing a significant example of this modernization Natal early twentieth century process, guided by a more wealthy group and influential and characterized by limited social changes
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ON reflecting the traditional teaching approach, characterized by non-dynamic and descriptive methods that still persists in schools at the present time, associated to social living enrichment has motivated the search for new techniques to stimulate students in the process of teaching, such as roleplaying games, known as RPG, already being used in various school disciplines. Considering the amount of themes in general sciences and in biology, in particular that could be explored through RPG our purpose was to develop a game to be used as a learning complementary tool. PANGÉIA, the game we developed, was based on the GURPS system and to be placed at the geological Eras of the earth. The objective of the game was playing a character that represented an animal belonging to a Class of Vertebrates, and making it surviving and reproducing during risky situations presented in the game. These situations were narratives by the Master about challenges that the character would face, which should be solved using the dices. Along the narrative, the Master introduced concepts and informations about the subject being studied. To evaluating how the game worked out, we solicited 11 volunteers, from two different schools in Natal, to play PANGÉIA. Before starting the game, and without knowing the final objectives of our project, the volunteers answered a general questionnaire to let us know their level of knowledge, which was also answered after playing the game. The comparison of the volunteers answers before and after playing the game suggests that this activity influenced them. Also, based on this test, we identified critical aspects to be modified in PANGÉIA, specially a stronger relation between both the questionnaire and the game placement with the narrative of the master. In order to have PANGÉIA used as a complementary learning tool, a teachers handbook has to be written, including rules concerning the format of game application. Nonetheless, based on this pilot study, we conclude that topics on sciences and biology can be easily adjusted to RPG format, and its flexibility provides multiple combinations that can be used to help learning the more difficult topics to be taught in a class
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The use of games as educational tools is common, however the effectiveness of games with educational purposes is still poorly known. In this study we evaluated three different low-cost teaching strategies make and play your own board game, just play an educational science game and make a poster to be exposed in the school regarding: (1) science learning; (2) use of deep learning strategies (DLS); and (3) intrinsic motivation. We tested the hypothesis that, in these three parameters evaluated, scores would be higher in the group that made and play their own game, followed respectively by the group that just played a game and the group that made a poster. The research involved 214 fifth-grade students from six elementary schools in Natal/RN. A group of students made and played their own science board game (N = 68), a second group played a science game (N = 75), and a third group made a poster to be exposed at school (N = 71). Our hypothesis was partly empirically supported, since there was no significant difference in science learning and in the use of DLS between the group that made their own game and the group that just played the game; however, both groups had significantly higher scores in science learning and in use of DLS than the group that made the poster. There was no significant difference in the scores of intrinsic motivation among the three experimental groups. Our results indicate that activities related to non-digital games can provide a favorable context for learning in the school environment. We conclude that the use of games for educational purposes (both making a game and just playing a game) is an efficient and viable alternative to teach science in Brazilian public school
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)