906 resultados para Jogos matemáticos


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In the direction of questing a sociology that considers the flesh dimension of the existence, that favors to think the body while place of the production of the knowledge, our itinerary of research is characterized for the reflection on the gesture of the body as power of life and production of knowledge, recognizing the precision of the gesture as a privileged breach of comment of the collective life, of the projection and registration of the culture, of the symbolic, of the sensitivity. Our problematic can be meet in the possibility to enhance an open and sensible rationality, tattooed in the body and accessible for the gestures, that its materialized in the relations of the human being with the other and the world, in singular and collective relations. Therefore, the gesture, constructed in the intention the experience of the body, can tell us about the human being, the society and the culture, therefore the sensed of the gestures is constructed from the established and recognized mutual actions for the citizens. It is in this field of production of the knowledge, of knowing of the meat that we direct our perception, in the challenge to immerge into the intention of the gesture in the capoeira game. Of the methodological point of view, for the analysis of the gestures of the capoeira, therefore, of the body as knowledge power, we consider registers of images as well as narratives registers of the universe of the capoeira, as well as my experience of more than seven years in the group of capoeira cordão de ouro1. A epistemological exercise has as support a qualitative research where parts of the quantity of images of the investigated group, as well as interviews, daily registers in of field and over all my experience of life next to the group and to the capoeira, in intention to recognize symbols tattooed in the body and for it produced in the inter subjectivists relations. We search therefore, to evidence sensible and meanings drawn for the gesture and evidenced by the look of the researcher. We presents as objectives of this inquiry to nuance ribbings around of the social and cultural elements in the production of the knowledge of the body, of the gesture, weaveeed for the sensible rationality

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In Mathematics literature some records highlight the difficulties encountered in the teaching-learning process of integers. In the past, and for a long time, many mathematicians have experienced and overcome such difficulties, which become epistemological obstacles imposed on the students and teachers nowadays. The present work comprises the results of a research conducted in the city of Natal, Brazil, in the first half of 2010, at a state school and at a federal university. It involved a total of 45 students: 20 middle high, 9 high school and 16 university students. The central aim of this study was to identify, on the one hand, which approach used for the justification of the multiplication between integers is better understood by the students and, on the other hand, the elements present in the justifications which contribute to surmount the epistemological obstacles in the processes of teaching and learning of integers. To that end, we tried to detect to which extent the epistemological obstacles faced by the students in the learning of integers get closer to the difficulties experienced by mathematicians throughout human history. Given the nature of our object of study, we have based the theoretical foundation of our research on works related to the daily life of Mathematics teaching, as well as on theorists who analyze the process of knowledge building. We conceived two research tools with the purpose of apprehending the following information about our subjects: school life; the diagnosis on the knowledge of integers and their operations, particularly the multiplication of two negative integers; the understanding of four different justifications, as elaborated by mathematicians, for the rule of signs in multiplication. Regarding the types of approach used to explain the rule of signs arithmetic, geometric, algebraic and axiomatic , we have identified in the fieldwork that, when multiplying two negative numbers, the students could better understand the arithmetic approach. Our findings indicate that the approach of the rule of signs which is considered by the majority of students to be the easiest one can be used to help understand the notion of unification of the number line, an obstacle widely known nowadays in the process of teaching-learning

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To investigate in practice of the Wheelchair Dancesport (WDS), the mathematics of the characteristic isometric movements of the dance of ChaChaCha was the generating subject of this study. The subjects and the locus of the research were the athletes dancers of the Associação Baiana de Dança em Cadeira de Rodas (ABDCR). Referred him study aimed at to describe reflections concerning the athletes' practicing dancers of the technical acting Wheelchair Dancesport, using the inherent mathematical knowledge to the isometric movements executed in the ChaChaCha. For that, I stimulated in the athlete dancer the need to be investigating of his/her own practice, motivating him/it to be searching of information that they collaborate with his/her technical refinement, proposing like this roads to make possible his/her growth, while dancer and, also, promoting of their own movements. To reach my objectives I dialogued with some specialists to understand, to the light of their theories as, Espaçonumerática, Sociology of the mathematics, Etnomathematical, Dance and Symmetry, as those spaces they interact with the atmosphere of the Wheelchair Dancesport and that contributions could supply to the study. However, two authors of the Dancesport for walking , Ried e Laird, they brought contributions that aided in the creation of a prototype for the study of isometric movements in practice of the modality promoting the interface between the theory and the practice. The study showed to be possible to navigate still with the Mathematical Education in an universe little known as the one of the Wheelchair Dancesport. And it is in this adapts that propose a more attentive glance to the illustrations executed by the athlete dancer wheelchair and walking , in the dance of the ChaChaCha, verifying and proposing an analysis with focus investigate, looking for mathematical tracks concerning the symmetry that you/they characterize some of their illustrations

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Foram ajustadas 7239 curvas de lactação de vacas Caracu, controladas semanalmente entre os anos de 1978 a 1988, pertencentes à Fazenda Chiqueirão, Poços de Caldas, MG. As funções utilizadas foram a linear hiperbólica (FLH), a quadrática logarítmica (FQL), a gama incompleta (FGI) e a polinomial inversa (FPI). Os parâmetros foram estimados por meio de regressões não lineares, usando-se processos iterativos. A verificação da qualidade do ajuste baseou-se no coeficiente de determinação ajustado (R²A), no teste de Durbin-Watson (DW) e nas médias e desvios-padrão estimados para os parâmetros e funções dos parâmetros dos modelos. Para a curva média, os R²A foram superiores a 0,90 para todas as funções. Bons ajustes, baseados nos R²A>0,80 foram obtidos, respectivamente, por 25,2%, 39,1%, 31,1% e 28,4% das lactações ajustadas pelas funções FLH, FQL, FGI e FPI. de acordo com o teste de DW, bons ajustes foram proporcionados para 29,4% das lactações ajustadas pela FLH, 54,9% pela FQL, 34,9% pela FGI e 29,6% pela FPI. Para ambos os critérios, a FQL foi superior às demais funções, indicando grande variação nas formas das curvas de lactação geradas pelos ajustes individuais. Curvas atípicas foram estimadas pelas funções, com picos ocorrendo antes do parto e algumas vezes após o término da lactação. Todas as funções apresentaram problemas quando ajustaram dados individuais.

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O trabalho foi realizado com o objetivo de estimar a retenção de elementos minerais durante a gestação de cabras com um ou dois fetos, utilizando-se diferentes modelos matemáticos. A estimativa de retenção foi baseada na diferença entre o total de cada mineral depositado no feto, útero, membranas, fluídos fetais e glândula mamária dos animais nas diferentes etapas da gestação e o total de cada mineral armazenado nas cabras vazias, utilizando-se os modelos de predição: ln Y = A - B e -C X ; Y = A e B X e ln Y = A + Bx + Cx², em que x = tempo de gestação. Comparando-se a estimativa com os valores reais obtidos, verificou-se que o modelo proposto ln = A+Bx+Cx², explicou com coerência e precisão o comportamento biológico da retenção de minerais durante todas as fases da gestação.

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O objetivo neste estudo foi avaliar diferentes modelos ajustados às respostas de ganho de peso obtidas em experimento com aves da linhagem ISA Label no período de 1 a 28 dias de idade. Foram utilizados 480 pintos de ambos os sexos, distribuídos em delineamento inteiramente casualizado, em arranjo fatorial 4 X 2 (níveis de lisina X sexo), com três repetições, com 20 aves por unidade experimental. Uma ração basal foi formulada para atender às exigências das aves, exceto em lisina. Essa ração foi suplementada com L-lisina HCl em substituição ao ácido L-glutâmico, resultando em rações experimentais isonitrogênicas e isoenergéticas contendo 0,85; 0,97; 1,09 e 1,21% de lisina digestível. As respostas de ganho de peso foram ajustadas de acordo com os níveis de lisina da ração pelos modelos Linear Reponse Plateau (LRP), segmentado de duas inclinações, polinomial quadrático e exponencial. A primeira intersecção da equação quadrática com o platô do LRP também foi utilizado para estimar o nível ótimo. Os níveis de lisina digestível estimados pelos modelos LRP, segmentado e quadrático, foram 0,999; 1,010 e 1,116%, respectivamente. Na combinação do modelo quadrático com o LRP, a estimativa da exigência de lisina digestível foi de 1,041%. O modelo exponencial proporcionou estimativa de 1,066%, considerando 95% da resposta assintótica. Com base nos custos com alimentação, esse mesmo modelo gerou estimativas de 1,000 e 1,030% quando o custo do quilograma de L-lisina HCl foi R$ 8,50 e R$ 6,50, respectivamente. Considerando as limitações de cada um dos modelos propostos, o procedimento para estimar as exigências de lisina digestível pela primeira intersecção da equação quadrática com o platô do LRP foi o mais adequado para melhorar o ganho de peso das aves quando variáveis econômicas não foram consideradas.

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The Federal Government through its Plans and Programs invests in various policies intended to achieve the main goal of the millennium, provide basic education for all. Among them, we highlight in this paper The National Textbook Program, with emphasis on Complementary Works. These works are presented through different genres, such as poems, poetry, short stories, parables, novels, literature, educational materials etc.. providing a range of possible teaching work. However, little is known about the levels of education of teachers as intended. Based on the discussions and studies in this direction, sparked concerns us in the process of teaching and learning in math classes. This made us pay attention to a possibility of study where reading could be included in this process. In this sense, the present study aims at investigating the potential of conceptual and didactic use of Complementary Works on developing the skills of reading and writing mathematics of the first three years of elementary school, and from there, propose a courseware with guidelines for use of these works by teachers of 1st to 3rd year of elementary school. For this, we outline the issues of reading and understanding of mathematical interests as those of our study. In this sense, the proposal was built from the bibliographic works that address the contributions of reading for learning mathematical content, like Machado (2001), Nacarato (2009); Dantas (2011), Smole and Diniz ( 2001). As a result, we created the Guidance for the use of Complementary Works for Teachers to Teach Mathematics with a view to support the practice of teachers and future teachers who teach mathematics. Supported the use of Complementary Works, especially those distributed in public schools by the National Textbook - PNLD and have mathematical content, this guide is intended to present some of the possible use of this feature in math classes. (Education Observatory - Capes / INEP. Ed. 038-2010. TELL Research Group - UFRN - PPGED / PPGEL / PPGECNM - PROPESQ)

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Massively Multiplayer Online Role-Playing Games (MMORPGs) are role-playing games that, through the Internet, can integrate thousands of players interacting at the same time in at least one virtual world. This way, these games can provide, further than fun, a greater familiarity with the additional language and opportunity to improve the linguistic proficiency in a real context. Hence, what is proposed in this study is extended knowledge about the learning of an additional language mediated by MMORPGs for teachers to know how, if relevant, to present, use or encourage this practice to their students. Based on this major purpose, we seek to answer the following research questions: (a) what distinguishes the learning profile of the gamers and non-gamers; (b) if MMORPGs can, through a hybrid and systematic approach, assist the development of proficiency of the additional language and (c) what the think-aloud protocols show about the learning mediated by the MMORPG Allods Online. Following an experimental method (NUNAN, 1997), 16 students of the curricular component Reading and Writing Practices in English Language have comprised the control group and 17 students of the same class formed the experimental group and were submitted to a pre and post-test adapted from the Key English Test (KET) by the Cambridge University (2008). The tests were conducted before and after a period of 5 weeks of 3 hours of practice with Allods Online a week (experimental group), and classes of the curricular component (both groups). A quantitative analysis of the questionnaires about the exposure to English profiles of the participants, a quantitative analysis of the tests scores and a qualitative analysis of the thinkaloud protocols collected during the experiment were conducted based on the theories of (a) motivation (GARDNER, 1985, WILLIAMS & BURDEN, 1997, BROWN, 2007, HERCULANO-HOUZEL, 2005); (b) active learning (GASS, 1997, GEE, 2008, MATTAR, 2010); (c) interaction and collaborative learning (KRASHEN, 1991, GASS, 1997, VYGOTSKY, 1978); (d) situated learning (DAMASIO, 1994; 1999; 2003, BROWN, 2007, GEE, 2003) and (e), tangential learning (PORTNOW, 2008; MATTAR, 2010). The results indicate that the participants of the experimental group (gamers) seem to be more engaged in tangential English learning activities, such as playing games, listening to music in English, communicating with foreigners and reading in English. We also deduced that the period of experiment possibly generated positive results on the gamers proficiency scores, mainly in the parts related to orthographic development, reading and comprehension, writing with focus on content and orthographic accuracy. Lastly, the think-aloud protocols presented evidences that the gamers have engaged in active English language learning, they have interacted in English with other players, and learned linguistic aspects through the experience with the MMORPG Allods Online

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Peircean semiotic analysis is employed to examine the construction/representation of signs-thinking of 32 early elementary school students regarding the concept of length measurement. The work consisted of developing concepts of standard unit, reading and interpretation of measurement by instruments, so that the mathematical language presented in the concrete materials was being signified and re-signified as a tool for perception and representation of new concepts. The pedagogical triad Feeling-Perceiving, Relating-Concept (F-P/R/C) co-related with the dynamism of the semiosis process, defined by Charles Sanders Peirce (1839-1914) in his semiotic theory on the production of the sign (Object, Representamen and Interpretant), enabled the interpretation and analysis of the students' inferences in the phase of perception (feel, admire), induction (experience), and deduction (concept).

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The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with games

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

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Este artigo tem como objetivo registrar e analisar as condições de infraestrutura dos treinamentos de ginastas brasileiras participantes de Jogos Olímpicos (1980-2004), na busca de reflexões para a modalidade de Ginástica Artística Feminina. Para tal, foi desenvolvida uma pesquisa qualitativa, que se utilizou do método de História Oral. A partir de uma análise cruzada dos depoimentos das dez ginastas colaboradoras desta pesquisa foi possível perceber que houve um aperfeiçoamento nas condições de infraestrutura a partir do início da década de 90. Este aperfeiçoamento é novamente impulsionado no final da década de 90, com a contratação de técnicos ucranianos, o estabelecimento de uma seleção brasileira permanente e investimentos nas condições de infraestrutura de equipamentos e ginásio. Porém mesmo com a transformação positiva da modalidade nos últimos anos, todas as ginastas do estudo relataram ter passado, em algum momento, por condições não adequadas de treinamento relativas às condições de infraestrutura.

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The study deals with the pedagogical possibilities of text books as a resource for Physical Education (PE) classes based on sports, specifically team sports. It started from a bibliographical review on the cited terms and after that we advanced our studies in order to propose a didactic text book on Team Sports for PE classes considering two benchmarks: one technical-tactic and the other social-educational. In order to do so, we used methods from linguistics, and the development of a Didactic Sequence allowed the selection and distribution of the contents to be presented in the book in an orderly and judicious way. The focus in Team Sports is justified by its social-cultural insertion and by the need to transform recent studies into new pedagogical procedures for practicing them. The didactic text book, as well as the adequate preparation of the professionals who will use it, is pointed out as facilitator in the process of teaching, experiencing and learning team sports.

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Este artigo analisa um processo reflexivo vivido ao longo de uma trajetória de desenvolvimento de jogos, sobre questões de Física, que foram criados por iniciativa de uma professora (MCF), em diferentes realidades do ensino médio. Duas fases foram identificadas: a primeira representou uma busca para tornar o ensino de física prazeroso; a segunda, sob influência da perspectiva teórica de Paul Black, materializou-se em resposta a uma indagação, feita pela professora, sobre quais elementos da avaliação formativa poderiam ser trabalhados no jogo. A análise também revelou que as influências interpessoais e teóricas vivenciadas pela professora, na segunda fase, foram determinantes para que, ao final da trajetória, ela pudesse reconhecer-se como uma professora reflexiva.