871 resultados para Second Life (Jogo)


Relevância:

30.00% 30.00%

Publicador:

Resumo:

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

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This thesis seeks to uphold the idea that the therapeutic residential service, as hybrid device and recent process of deinstitutionalization in mental health, works as a problem producer while it also indicates challenges and potentialities in this process, the attention on mental health and on its own care production. To that end, we work with the prospect map with which we approach reality as the subjectivities production field which transformations and intensities are the major thought propellants. From this perspective, it was possible to produce three "purpose maps" from meetings with actors and groups involved with the TRS and the theoretical study carried out. On the first map we mapped the conditions of possibility of this device and its design in the midst of the process of institutionalization and health policies. We indicate on it the TRS configuration as a hybrid and we hassled its proposition as a means of "social rehabilitation" that can work as a social homogeneity mechanism. On a second map, we cartographied mental captures through images and ways historically built from madness presented in the biopolitical contemporary game and we indicated that the resistance to such catches should be built on a politic daily basis as important vectors of the institutionalization process in mental health. Finally, on a third map we mapped the carefulness produced in the TRS, by analyzing the transition psychiatric hospital - TRS and the caregivers´ team work. On this mapping, the care, for the weakness in the coresponsibility field, is reveled crossed by mental, disciplinary and normality elements, but it is also built in resistance born from links in the intersubjective field of the caring work. We conclude, then, that the TRS power and the deinstitutionalization process itself were in building and strengthening affective labor micro political networks of life and liberty producers

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The use of technology tools for teaching and learning has grown increasingly in our daily life. In this context, a branch that has had tremendous growth is the area of teaching and learning language through computational tools. The study of CALL (Computer Assisted Language Learning), accomplished in this research, aims to evaluate existing tools in this context, focused specifically on the Japanese language; and from this study, accomplish the development of a new computational tool that can assist teaching/learning of the Japanese language. As results, we present a wide survey on the subject in various technologies/devices, as well as the complete development process of a new tool, the Karuchā Ships Invaders game, that proposes to teach basic concepts of the language, blended with entertainment, and still, focusing on the Brazilian students of Japanese language audience. We will present all the concept phases of the game and its evolution through the research, as well as an interface evaluation. Still, we present proposal and validation of a method to evaluate motivational aspects of computational tools with educational focus, and results extracted from an experiment accomplished with prospective users

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This study presents the ludopoietic experiences in Sandplay and the expression of tactility in humanescente self-training of future teachers of geography. The overall objective was to analyze and interpret as the tactility in the ludopoietic experiences with Sandplay facilitates the sentipensar and boosts the humanescent self-training. The qualitative research approach follows the principles of existential research-action into the etnofenomenologic perspective, that considers studies of the ethnography and the phenomenology with ethnomethodology. In this study we used the sedimentary rock called sandstone and your mineral grains as cognitive operator to stimulate the discussions of the ludopoietic experiences in Sandplay. The members of research were students of the Geography degree of IFRN. To achieve the research objectives were organized experiential meetings and virtual meetings. The ludopoietic experiences in Sandplay revealed the impact of tactility to humanescente self-training, indicating the importance of touch for apprehend and experience the world with beauty, joy and tenderness. These experiences showed the ludopoietic system properties, the threads of embodiment and the meaning of the sentipensar of tactility as a phenomenon that drives the humanescent self-training, evidenced by etnofenomenologie. Data were obtained through Sandplay, sensitive listening, experiential diary, photographic and movie records. In the process of data analysis were revealed the of etnofenomenological principles of experientiality indiciality, reflexivity, self-organizability, filiability, archetypality and humanescencialidade. Through the tactility, the Sandplay favors the awareness of the condition of being, takes life stories, providing the construction of knowledge in a meaningful and contextual way

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Foi objetivo deste estudo caracterizar a relação entre o nível de aptidão física, desempenho e solicitação metabólica em futebolistas durante situação real de jogo. Seis jogadores de futebol profissional com média de idade de 20,8 ± 2,6 anos (17-25), peso 70,4 ± 7,5kg (63-81,3) e altura 173,3 ± 9,7cm (166-188), foram submetidos a testes de aptidão física em campo e análise cinematográfica durante a partida. Os testes de aptidão física foram realizados em campo, com medições de lactato sanguíneo. A via metabólica alática foi avaliada por meio de cinco corridas na distância de 30m, em velocidade máxima, com pausa passiva de um minuto entre cada corrida. As concentrações de lactato foram medidas no 1º, 3º e 5º minuto após o término das cinco corridas. Para detecção do limiar anaeróbio foram realizadas 3 corridas de 1.200m nas intensidades de 80, 85 e 90% da velocidade máxima para essa distância, com intervalo passivo de 15 minutos entre cada corrida. As dosagens de lactato sanguíneo foram feitas no 1º, 3º e 5º minuto de repouso passivo após cada corrida. Os futebolistas foram submetidos à filmagem individual durante o transcorrer do jogo e as concentrações de lactato foram medidas antes, no intervalo e no final da partida para análise da solicitação energética e metabólica, respectivamente. Os seguintes resultados foram verificados: 1) o limiar anaeróbio em velocidade de corrida, correspondente à concentração de lactato sanguíneo de 4mmol.L_1 foi encontrado aos 268 ± 28m.min_1 ou 16,1 ± 1,6km.h_1; 2) a velocidade média e a concentração de lactato máximo nas corridas de 30m foram de 6,9 ± 0,2m.s_1 e 4,5 ± 1,0mmol.L_1, respectivamente; 3) a distância total percorrida foi de 10.392 ± 849m, sendo 5.446 ± 550m para o primeiro e 4.945 ± 366m para o segundo tempo, respectivamente; 4) os valores médios encontrados nas concentrações de lactato sanguíneo foram de 1,58 ± 0,37; 4,5 ± 0,42 e 3,46 ± 1,54mmol.L_1 antes, no intervalo do primeiro para o segundo tempo e ao final da a,respectivamente; e 5) a distância média total atingida ao final das partidas pelos jogadores de meio-campo (10.910 ± 121m) foi ligeiramente maior que a percorrida pelos atacantes (10.377 ± 224m) e defensores (9.889 ± 102m), mas não significativa. Houve correlação negativa (r =- 0,84; p < 0,05) entre o limiar anaeróbio (268 ± 28m.min_1 ou 16,1 ± 1,6km.h_1) e a concentração de lactato sanguíneo (4,5 ± 0,4 mmol.L_1) no primeiro tempo do jogo. Portanto, os resultados sugerem que a capacidade aeróbia é um determinante importante para suportar a longa duração da partida e recuperar mais rapidamente os futebolistas dos esforços realizados em alta intensidade, com o desenvolvimento de concentrações de lactato sanguíneo menores ao final do primeiro e segundo tempo das partidas.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This study aimed at evaluating and describing the QoL and its association with the severity of disease among Brazilian Parkinson's disease (PD) patients. In this cross-sectional study 68 PD patients were interviewed using the World Health Organization Quality of Life instrument Short Form (WHOQOL-BREF) and the Hoehn-Yahr (HY) scale. Analysis of variance, chi(2), Kruskal-Wallis and Mann-Whitney U-tests, Spearman and Cronbach reliability coefficients were used to analyze the data. The results indicate: (1) physical capacity was the domain that showed the most deterioration; (2) severity of PD is associated with QoL measured by WHOQOL-BREF; (3) overall QoL, working capacity, activities of daily living (ADL) and self-esteem are affected in both transitional periods in the progression of PD (mild to moderate and moderate to advanced). Satisfaction with general health, pain, energy, positive feelings, personal relationship and satisfaction with home are affected in the first period of transition while mobility, body image, sexual activity and access to information are affected in the second. This study mainly shows specific facets that are affected depending on the specific periods of PD progression, which can help to understand the impact of the disease, the effectiveness of care, and the demand for health care resources. (C) 2007 Elsevier B.V. All rights reserved.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This paper presents a research on the environmental impacts of particleboards produced from wastes, based on a comparative Life Cycle Assessment study. The particleboards were manufactured in laboratorial scale from the following residues: sugarcane bagasse (Saccharum spp.) and pine wood shavings (Pinus elliottii). The study was developed following the methodological guidelines of ISO 14040. The functional unit adopted was the m2 of the particleboards produced and the impacts were evaluated by the Environmental Development of Industrial Products method. The results indicated that pine particleboard present the highest environmental impact potential. Our findings suggested that the factors that mostly aggravated the environmental impacts were: the distance between the raw materials and the production site, and formaldehyde emissions (FE). The first is related to the combustion of fossil fuel during the acquisition of raw material, which achieved the values of 2185.94 g/m2 for consumption of non-renewable resources for pine particleboard and 893.53 g/m2 for bagasse particleboard. The second is related to the use of urea-formaldehyde resin, responsible for the FE into the air during production. The FE is accountable for the contamination of approximately 7,800,000.00 m3 of air per m2 of particleboard produced, and was the factor with the greatest impact in human toxicity potential. © 2013 Elsevier Ltd. All rights reserved.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Pós-graduação em Artes - IA

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Pós-graduação em Educação - FFC

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Pós-graduação em Educação - FCT