1000 resultados para História História em quadrinhos


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Dissertao apresentada ao programa de Ps-Graduao em Comunicao da Universidade Municipal de So Caetano do Sul

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Dissertao apresentada no Programa de Ps-graduao em Comunicao - Mestrado da Universidade Municipal de So Caetano do Sul

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Este trabalho se prope a demonstrar que, atravs do humor, possvel realizar o resgate de aspectos da identidade cultural dos teuto-gachos e talogachos. Por meio da anlise de dois personagens tnicos publicados durante dois anos em um semanrio gacho destinado ao pblico rural, a pesquisa busca nas tiras cmicas de hoje elementos identitrios que nos remetem cultura dos primeiros imigrantes alemes e italianos do Rio Grande do Sul. As tiras de Blau e Radicci esto aqui analisadas do ponto de vista da representao, do humor, da história e da identidade cultural de cada grupo tnico. Os blocos temticos surgidos e abordados durante esta investigao so os seguintes: prticas polticas, religiosidade, tino comercial, relao imigrante x gacho, comida e bebida, e trabalho domstico.

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Este trabalho insere-se no debate do uso de ambientes informatizados como potencializadores da aprendizagem, particularmente no que se refere de alunos que esto na fase inicial da leitura e escrita. O objetivo do presente estudo foi analisar as possveis relaes existentes entre o aprendizado da leitura e escrita e o uso do computador, identificando as estratgias de leitura e escrita de alunos em processo de alfabetizao, na 1 serie do Ensino Fundamental, por meio do uso de narrativas e histórias em quadrinhos, utilizando softwares como facilitadores da aprendizagem. A discusso terica conferiu prioridade abordagem scio-histrica, com nfase nos postulados de Vygotsky associado a reflexes de autores como Phillipe Meirieu. A pesquisa caracteriza-se como uma investigao qualitativa que utilizou prioritariamente a observao participante como recurso metodolgico. A escola pesquisada integra-se na rede pblica municipal de Fortaleza , situada em um bairro perifrico com populao predominante de classe popular. O trabalho de campo foi desenvolvido durante um perodo de durao de oito meses o qual houve acompanhamento de turmas da 1 srie, com especial ateno para uma turma de alunos repetentes e com defasagem idade/escolaridade. O estudo envolveu: levantamento de conhecimentos prvios dos alunos, explorao de diferentes portadores de textos, conhecimento do software HQ (Histórias em Quadrinhos), Gibizinho, Quadrinhos da Mnica, chat, fotologs na sala de informtica da escola; escrita de histórias usando o software Quadrinhos da Mnica. Como resultados deste estudo, identifiquei posturas variadas, por parte dos professores quanto informtica educativa. No que se refere aos alunos, os aspectos positivos associam-se ao fato de terem transitado pelos diferentes espaos, utilizando materiais que existiam na escola e que no eram utilizados; foram estimulados pelas caractersticas ldicas dos materiais e pela logicidade seqencial de uma narrativa e histórias em quadrinhos, com articulao com seus contextos de origem.

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Ps-graduao em Cincia Animal - FMVA

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Conselho Nacional de Desenvolvimento Cientfico e Tecnolgico (CNPq)

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In this article it is examined the work Persepolis, animation movie which summarizes the four volumes of the homonymous work launched in the form of comics in France, between 2000 and 2003. Narrated by the author Marjane Satrapi, it portraits the 15 years following the events of 1979 in Iran, from her personal perspective. Belonging to a left-wing social group, westernized according to the Iranian standards, she saw its utopias die as the Islamic Revolution won. However, during an auto exile in Vienna in her teen ages, she realized that the vaunted western liberty also charged its price. Considering Persepolis narrative literally as a look into perspective, it is debated the political and social aspects of the relationship east / west in a particular relation with the work of Edward Said.

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The term independent media art expresses an artistic-scientific process performed in the Art- Science Communication interface presented as Final Paper in Visual Arts baccalaureate modality. The first part consists in gather, in artisticscientific research, an overview of the production of independent comics, mainly in Brazil, as well as some of the manifestations that were derived from it. The identification is made from bibliographical and iconographical survey, both printed and virtual materials. The second part discusses the production of a comic of my own - Imperfect Lives - published independently. This work is inserted in the line of research Artistic Processes and Procedures of the Department of Fine Arts of the Art Institute of UNESP and describes: Creative process, production, dissemination and influences. The third and final section brings together the work done by me during the four-year course, whose theme has some relation with comics. Experiments are in various media, using one or another characteristic intrinsic to them. The monography includes as an appendix a copy of each issue of the fanzine Imperfect Lives. The methodology used was Freinetiana Educational Cybernetics, developed in the research group Art media and Videoclip, whose leading advisor is the one from this Final Paper. The result and discussion of the artistic research and scientific monography were reported in the following versions: PDF File repository for dissemination in the virtual library of the Institute of Arts. Hardcover version for physical collection in the Library of the Institute of Arts. Paper version for the committee. Template version appropriate for submission to International Scientific Congress in the area of Arts

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This monograph discuss the postmodernity social reality issues, emphasizing cultural, communicational, technological and informational extents. Via data collection through specific literature, and sources of different medias( internet, books, comic books, movies, novels, sociological, informational, technological, communicational and humanistic theories) behavioral patterns could be analyzed and the postmodern technological,informational and communicational reality as well, and how they mutually influence the digital culture construction (also called cyberculture). The results of this research were used to build a narrative which suits the new culture in development both in shape and in content: the scrip Hotel Seol. Therefore, Hotel Seol is consisted of an interactive and hypermedia narrative, in which the main reference sources are the study mentioned above, cyberpunk science fiction genre and Hell-first part of the book Divine Comedy, by DanteAlighieri

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This study aimed at evaluating the knowledge on visceral leishmaniasis gained after the application of an educative project for the 6th and 7th grade students from three public schools of Birigui, SP, Brazil. A questionnaire before (Phase I) and after (Phase II) activities that comprehended one conference by a health agent, a comic contest and one crossword about VL was used to measure scholars knowledge. We interviewed 711 students in Phase I and 693 in Phase II. A criterion of VL knowledge was adopted as Good, Medium and Bad when, out of 10 questions analyzed by Item Response Theory, 10 to 8, 7 to 4, and 3 to 0 were right, respectively. We observed a statistically significant increase in the students knowledge level after the educational project, since the number of students with Good concept changed from 35.7% (Phase I) to 59.7% (Phase II). The educational activities carried out led to gains in knowledge among students suggesting that continuing education can bring good results to public health.

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Coordenao de Aperfeioamento de Pessoal de Nvel Superior (CAPES)

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Ps-graduao em Letras - FCLAR

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Sexual Orientation is present in the curriculum of many schools for elementary and high school. This subject generates controversy in the school community. This a fact that leads many teachers postpone the start of this topic. Fifty students participated in this study, 24 boys and 26 girls with average age of eleven years. The study aimed to investigate conceptions on sex in adolescents using the cartoon. The analyzed results suggest that students understand sex as intercourse only. However, there are a multitude of features mentioned by students. These are issues that require further reflection about issues not always discussed in class: pregnancy and abortion, condom use, sexual desire, anal sex, becoming a single mom, group sex, AIDS, prostitution, size of genitals, masturbation, among others.