793 resultados para Games with music.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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A qualitative and quantitative reanalysis of the Six Cultures data on children’s play, collected in the 1950s, was performed to revisit worlds of childhood during a time when sample communities were more isolated from mass markets and media than they are today. A count was performed of children aged 3 to 10 in each community sample scored as engaging in creative-constructive play, fantasy play, role play, and games with rules. Children from Nyansongo and Khalapur scored lowest overall, those from Tarong and Juxtlahuaca scored intermediate, and those from Taira and Orchard Town scored highest. Cultural norms and opportunities determined how the kinds of play were stimulated by the physical and social environments (e.g., whether adults encouraged work versus play, whether children had freedom for exploration and motivation to practice adult roles through play, and whether the environment provided easy access to models and materials for creative and constructive play).
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Background Chronic exposure to musical auditory stimulation has been reported to improve cardiac autonomic regulation. However, it is not clear if music acutely influences it in response to autonomic tests. We evaluated the acute effects of music on heart rate variability (HRV) responses to the postural change maneuver (PCM) in women. Method We evaluated 12 healthy women between 18 and 28 years old and HRV was analyzed in the time (SDNN, RMSSD, NN50 and pNN50) and frequency (LF, HF and LF/HF ratio) domains. In the control protocol, the women remained at seated rest for 10 minutes and quickly stood up within three seconds and remained standing still for 15 minutes. In the music protocol, the women remained at seated rest for 10 minutes, were exposed to music for 10 minutes and quickly stood up within three seconds and remained standing still for 15 minutes. HRV was recorded at the following time: rest, music (music protocol) 0–5, 5–10 and 10–15 min during standing. Results In the control protocol the SDNN, RMSSD and pNN50 indexes were reduced at 10–15 minutes after the volunteers stood up, while the LF (nu) index was increased at the same moment compared to seated rest. In the protocol with music, the indexes were not different from control but the RMSSD, pNN50 and LF (nu) were different from the music period. Conclusion Musical auditory stimulation attenuates the cardiac autonomic responses to the PCM.
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[EN]Linguistic immersion programs are increasing nowadays. The concept of being bilingual, that started being used by schools for the elite in the 19th century, and that in the mid- 20th century became an educational option, has given raise to CLIL (Content and Language Integrated Learning), a methodology through which students work in a bilingual environment, acquiring knowledge of curricular subject and developing their competences in a foreign language. In this teaching context started a new European project called PlayingCLIL. Six partners from different European countries (Germany, United Kingdom, Spain and Romania) are working in this project. Our main aim is to develop a new methodology to learn a foreign language combining elements from the pedagogic drama (interactive games) with the CLIL classroom. At present we are testing the games in different schools and high schools and we are compiling the results to be collected in a handbook (printed and e-book).
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Music consists of sound sequences that require integration over time. As we become familiar with music, associations between notes, melodies, and entire symphonic movements become stronger and more complex. These associations can become so tight that, for example, hearing the end of one album track can elicit a robust image of the upcoming track while anticipating it in total silence. Here, we study this predictive “anticipatory imagery” at various stages throughout learning and investigate activity changes in corresponding neural structures using functional magnetic resonance imaging. Anticipatory imagery (in silence) for highly familiar naturalistic music was accompanied by pronounced activity in rostral prefrontal cortex (PFC) and premotor areas. Examining changes in the neural bases of anticipatory imagery during two stages of learning conditional associations between simple melodies, however, demonstrates the importance of fronto-striatal connections, consistent with a role of the basal ganglia in “training” frontal cortex (Pasupathy and Miller, 2005). Another striking change in neural resources during learning was a shift between caudal PFC earlier to rostral PFC later in learning. Our findings regarding musical anticipation and sound sequence learning are highly compatible with studies of motor sequence learning, suggesting common predictive mechanisms in both domains.
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Victor Sazonov (Russia). Video Games and Aggression in Teenagers. Mr. Sazonov works as a psychologist at the Obninsk Linguistic College and worked on this research from July 1996 to June 1997. Mr. Sazonov conducted a survey of 200 tenth and eleventh graders in Moscow (94 boys and 106 girls), in which they were asked to estimate the total amount of time they spent playing video games each week and which games were the most popular. Aggression was also assessed using two measures, the first dealing with manifest physical aggression and the second with aggressive behavioural delinquency. The data collected showed that 62% of teenagers spend at least one hour a week playing video games, with 10% spending over seven hours on them. Girls tended to play less than boys (1.6 and 2.8 hours on average respectively). Eight of the ten most popular games require the player to perform acts of a violent nature. Boys also scored higher on the index of aggressive behavioural delinquency, with a mean of 7.0 compared to 4.6 for girls. The results of the correlation analysis between time spent playing video games and measures of aggression were mixed. No relation was found between manifest physical aggression and time spent on the games, although in the case of aggressive behavioural delinquency the link was significant, which seems to indicate that aggressive teenagers spend more time playing video games. While the lack of significant correlations between violent games and aggression suggest that video games may not in fact be as great a menace as their critics suggest, Mr. Sazonov admits that these findings may be influenced by the high number of teenagers who do not play games at all or play relatively little. He also suggests that the abstract nature of the violence in games (often directed against aliens or spaceships) may make it less of a risk than the more realistic violence seen on television. In summary, however, he concludes that his results provide more support for the theories saying that violent video games provide a stimulus to violent action, than for those which suggest that they may help defuse violent tendencies.
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The TViews Table Role-Playing Game (TTRPG) is a digital tabletop role-playing game that runs on the TViews table, bridging the separate worlds of traditional role-playing games with the growing area of massively multiplayer online role-playing games. The TViews table is an interactive tabletop media platform that can track the location of multiple tagged objects in real-time as they are moved around its surface, providing a simultaneous and coincident graphical display. In this paper we present the implementation of the first version of TTRPG, with a content set based on the traditional Dungeons & Dragons rule-set. We also discuss the results of a user study that used TTRPG to explore the possible social context of digital tabletop role-playing games.
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This paper examines gender as a moderator of the fair-process effect in an ultimatum game setting. Results from games with 112 German high-school students support the hypothesis that fair procedures can decrease rejection behavior in unfair human allocation decisions. Furthermore, procedural fairness results in a statistically significant difference for women in accepting an unfair distribution. In contrast, procedural fairness appears to have no significant impact on men’s rejection behavior. However, we found no significant gender differences in the perception of procedural fairness. We conclude that, although men perceive procedural fairness similarly to women, this aspect is less important for determining their subsequent behavior. (PsycINFO Database Record (c) 2013 APA, all rights reserved)
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«Cultural mapping» has become a central keyword in the UNESCO strategy to protect world cultural and natural heritage. It can be described as a tool to increase the awareness of cultural diversity. As Crawhall (2009) pointed out, cultural mapping was initially considered to represent the «landscapes in two or three dimensions from the perspectives of indigenous and local peoples». It thus transforms the intangible cultural heritage to visible items by establishing profiles of cultures and communities, including music traditions. Cultural mapping is used as a resource for a variety of purposes as broad as peace building, adaptation to climate change, sustainability management, heritage debate and management, but can also become highly useful in the analysis of conflict points. Music plays a significant role in each of these aspects. This year’s symposium invites to highlight, yet also to critically reassess this topic from the following ethnomusicological perspectives: - The method of cultural mapping in ethnomusicology What approaches and research techniques have been used so far to establish musical maps in this context? What kinds of maps have been developed (and, for example, how far do these relate to indigenous mental maps that have only been transmitted orally)? How far do these modern approaches deviate from the earlier cultural mapping approaches of the cultural area approaches that were still evident with Alan P. Merriam and in Alan Lomax` Cantometrics? In how far are the methods of cultural mapping and of ethnomusicological fieldwork different and how can they benefit from each other? - Intangible cultural heritage and musical diversity As the 2003 UNESCO Convention for the Safeguarding of the Intangible Cultural Heritage pointed out in Article 12, each state signing the declaration «shall draw up, in a manner geared to its own situation, one or more inventories of the intangible cultural heritage, present in its territory and monitor these.» This symposium calls for a critical re-assessment of the hitherto established UNESCO intangible cultural heritage lists. The idea is to highlight the sensitive nature and the effects of the various heritage representations. «Heritage» is understood here as a selection from a selection – a small subset of history that relates to a given group of people in a particular place, at a specific time (Dann and Seaton 2001:26). This can include presentations of case studies, yet also a critical re-analysis of the selection process, e.g. who was included – or even excluded (and why)? Who were the decision makers? How can the role of ethnomusicology be described here? Where are the (existent and possible) conflict points (politically, socially, legally, etc.)? What kinds of solution strategies are available to us? How is the issue of diversity – that has been so strongly emphasized in the UNESCO declarations – reflected in the approaches? How might diversity be represented in future approaches? How does the selection process affect musical canonization (and exclusion)? What is the role of archives in this process? - Cultural landscape and music As defined by the World Heritage Committee, cultural landscapes can be understood as a distinct geographical area representing the «combined work of nature and man» (http://whc.unesco.org/en/culturallandscape/). This sub-topic calls for a more detailed – and general – exploration of the exact relation between nature/landscape (and definition of such) and music/sound. How exactly is landscape interrelated with music – and identified (and vice versa)? How is this interrelation being applied and exploited in a (inter-)national context?
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Durante la formación inicial, los estudiantes del profesorado de Educación Física construyen conocimientos teóricos y prácticos alrededor de prácticas corporales ya conocidas y vivenciadas. Aprenden sobre lo aprendido. Redefinen conocimientos prácticos en un nivel mayor de complejidad y abstracción asignándoles valor educativo que fundamentará su intervención profesional. Cuando le enseñan a proponer 'juegos no juegos' (actividades o deportes que presenta como juegos aunque no todos pueden jugar) el estudiante de Educación Física dispone de elementos teóricos que fundamentan el uso del juego como un recurso pedagógico (ya sea, como contenido de otros ejes, o como estrategia metodológica para la enseñanza de deportes o habilidades motoras). Sin embargo, cuando le enseñan a proponer juegos populares para divertirse, encuentra dificultad para planificar y justificar su futura intervención. Los resultados finales de una investigación cualitativa, presentada como tesis de maestría, muestran que en Educación Física se enseñan múltiples formas de juego motor con otros pero un solo modo de jugarlos: el no lúdico. Se enseña a subordinar el modo de jugar a la forma de los juegos propuestos por el profesor. Se enseña a moverse en el marco de lo permitido por las reglas del juego, a poner el cuerpo al servicio del juego
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Durante la formación inicial, los estudiantes del profesorado de Educación Física construyen conocimientos teóricos y prácticos alrededor de prácticas corporales ya conocidas y vivenciadas. Aprenden sobre lo aprendido. Redefinen conocimientos prácticos en un nivel mayor de complejidad y abstracción asignándoles valor educativo que fundamentará su intervención profesional. Cuando le enseñan a proponer 'juegos no juegos' (actividades o deportes que presenta como juegos aunque no todos pueden jugar) el estudiante de Educación Física dispone de elementos teóricos que fundamentan el uso del juego como un recurso pedagógico (ya sea, como contenido de otros ejes, o como estrategia metodológica para la enseñanza de deportes o habilidades motoras). Sin embargo, cuando le enseñan a proponer juegos populares para divertirse, encuentra dificultad para planificar y justificar su futura intervención. Los resultados finales de una investigación cualitativa, presentada como tesis de maestría, muestran que en Educación Física se enseñan múltiples formas de juego motor con otros pero un solo modo de jugarlos: el no lúdico. Se enseña a subordinar el modo de jugar a la forma de los juegos propuestos por el profesor. Se enseña a moverse en el marco de lo permitido por las reglas del juego, a poner el cuerpo al servicio del juego
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Durante la formación inicial, los estudiantes del profesorado de Educación Física construyen conocimientos teóricos y prácticos alrededor de prácticas corporales ya conocidas y vivenciadas. Aprenden sobre lo aprendido. Redefinen conocimientos prácticos en un nivel mayor de complejidad y abstracción asignándoles valor educativo que fundamentará su intervención profesional. Cuando le enseñan a proponer 'juegos no juegos' (actividades o deportes que presenta como juegos aunque no todos pueden jugar) el estudiante de Educación Física dispone de elementos teóricos que fundamentan el uso del juego como un recurso pedagógico (ya sea, como contenido de otros ejes, o como estrategia metodológica para la enseñanza de deportes o habilidades motoras). Sin embargo, cuando le enseñan a proponer juegos populares para divertirse, encuentra dificultad para planificar y justificar su futura intervención. Los resultados finales de una investigación cualitativa, presentada como tesis de maestría, muestran que en Educación Física se enseñan múltiples formas de juego motor con otros pero un solo modo de jugarlos: el no lúdico. Se enseña a subordinar el modo de jugar a la forma de los juegos propuestos por el profesor. Se enseña a moverse en el marco de lo permitido por las reglas del juego, a poner el cuerpo al servicio del juego
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The aim of the present study was to assess the effects of game timeouts on basketball teams? offensive and defensive performances according to momentary differences in score and game period. The sample consisted of 144 timeouts registered during 18 basketball games randomly selected from the 2007 European Basketball Championship (Spain). For each timeout, five ball possessions were registered before (n?493) and after the timeout (n?475). The offensive and defensive efficiencies were registered across the first 35 min and last 5 min of games. A k-means cluster analysis classified the timeouts according to momentary score status as follows: losing ( ?10 to ?3 points), balanced ( ?2 to 3 points), and winning (4 to 10 points). Repeated-measures analysis of variance identified statistically significant main effects between pre and post timeout offensive and defensive values. Chi-square analysis of game period identified a higher percentage of timeouts called during the last 5 min of a game compared with the first 35 min (64.999.1% vs. 35.1910.3%; x ?5.4, PB0.05). Results showed higher post timeout offensive and defensive performances. No other effect or interaction was found for defensive performances. Offensive performances were better in the last 5 min of games, with the least differences when in balanced situations and greater differences when in winning situations. Results also showed one interaction between timeouts and momentary differences in score, with increased values when in losing and balanced situations but decreased values when in winning situations. Overall, the results suggest that coaches should examine offensive and defensive performances according to game period and differences in score when considering whether to call a timeout.
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The aim of this paper was to identify the variables that determine winning or losing in the critical moments of the basketball games. A total of forty one critical moments were analyzed, corresponding to 30 games of the regular season from the Spanish Professional League (ACB, season 2007-2008). Games were selected according to the definition of critical moments (described in the available literature), which corresponded to overtime and the last 5 minutes of games with score differences equal or below to six points. The results revealed better values in the winners in defensive rebounds and successful free-throws.
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A prática musical tem efeitos positivos no desenvolvimento humano, envolvendo aspectos cognitivos, emocionais, motivacionais e sociais, que implicam em alterações no processamento cerebral. O número de Programas de Educação Musical (PEMs) com enfoque em populações jovens em vulnerabilidade social tem crescido no Brasil e no mundo. Dessa maneira, torna-se importante a realização de estudos que verifiquem os efeitos de PEMs no desenvolvimento destas populações. O objetivo do presente estudo é investigar os impactos de uma experiência de um PEM sobre os aspectos psicológicos de seus estudantes, mais especificamente a autoestima, as habilidades sociais e o funcionamento executivo. A coleta de dados foi realizada em um PEM da cidade de Ribeirão Preto SP e em duas escolas regulares de ensino, uma particular e outra da rede pública. Participaram do estudo 69 crianças e adolescentes com idades entre 10 e 17 anos, divididos em três grupos, a saber: Grupo Iniciante (GI), composto por alunos com até 12 meses de matrícula no PEM; Grupo Experiente (GE), composto por alunos com mais de 24 meses de matrícula no PEM; e Grupo Controle (GC), constituído por participantes sem qualquer envolvimento com aprendizado musical. Cada grupo foi composto por 23 estudantes. Os três grupos de participantes responderam aos seguintes testes psicológicos: Escala de Autoestima de Rosenberg (EAR), Matson Evaluation of Social Skills with Youngsters (MESSY) e Teste de Stroop. Também foram realizadas entrevistas semi-estruturadas com todos os estudantes dos grupos GI e GE, dez estudantes do PEM que não compuseram nenhum grupo por não possuírem o pré-requisito de tempo de matrícula exigido, seis responsáveis legais dos estudantes e doze profissionais do PEM. As entrevistas tiveram a função de fornecerem relatos verbais a respeito dos impactos percebidos nos estudantes pelo envolvimento com o PEM. Os dados dos testes psicológicos foram analisados através dos testes estatísticos ANOVA, Mann-Whitney e t de Student e as entrevistas foram analisadas através da investigação qualitativa em educação. As análises dos testes psicológicos mostraram que os GI e GE não possuem diferenças entre si para nenhuma das variáveis de estudo. O GC apresentou escores inferiores aos GI e GE para a Autoestima e escores superiores para Solidão e Ansiedade Social, indicando que o envolvimento com o PEM pode acarretar em ganhos nessas habilidades. A partir da análise das entrevistas foram construídas três categorias de codificação relacionadas a impactos comportamentais do envolvimento com o PEM, a saber: relacionamento interpessoal, desenvolvimento de habilidades intrapessoais e envolvimento com música e desenvolvimento humano na perspectiva de profissionais e responsáveis legais. A análise das entrevistas indicou que a participação no PEM está relacionada a impactos positivos na autoestima, habilidades sociais e funcionamento executivo dos participantes. Os resultados foram discutidos buscando interrelaciona-los de maneira a integrar os dados colhidos por meio dos testes psicológicos e através das entrevistas. Conclui-se que a participação em PEMs com enfoque no resgate social de populações vulneráveis possui influência no desenvolvimento de crianças e adolescentes, indicando que o uso da educação musical caracteriza uma importante estratégia de intervenção social.