1000 resultados para Fases de jogo
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It was evaluated the influence of rootstocks 'IAC 766', 'IAC 572', 'IAC 313', 'IAC 571-6' and 'Ripária do Traviú' and the pruning periods in the duration of phenological stages and in the accumulation of degree-days on grape 'Niagara Rosada' .The experiment was conducted in Louveira, SP. The treatments consisted of five rootstocks and three times of pruning, the experimental design being used in a completely randomized split plot with five replications, and plots represented by rootstocks and the subplots were pruning. After pruning the grapevine, were realized evaluations for phenological stages, using the criterion of Eichhon e Lorenz (1984). ). In three seasons of pruning, based on phenological stages, it was calculated the length of the periods: pruning to budding, pruning to the beginning of the flowering, pruning to the beginning of fruiting, pruning to beginning of ripening of the bunches, pruning the beginning of the harvest. Taking as a basis the cycle length of the vine and the average daytime temperatures, it was calculated the accumulation of degree-days. Data were submitted to ANOVA and Tukey test at 5% significance level. It was obtained in the summer pruning the reduction in duration of the phenological stages of 'Niagara Rosada' grafted on the rootstock 'Ripária Traviú'. The longer duration of the cycle and accumulation of degree-day of 'Niagara Rosada' cultivar were obtained with the rootstocks 'IAC 572' and 'IAC 313' pruning in the winter.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Medicina Veterinária - FMVZ
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Pós-graduação em Zootecnia - FCAV
O jogo simbólico livre e dirigido e as manifestações do juízo moral em crianças da educação infantil
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Engenharia Mecânica - FEIS
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Pós-graduação em Psicologia - FCLAS
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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This paper brings notes regarding Wittgenstein’s philosophy of language and its presence in habermasian philosophy by means of the basic concept language game. The approach of language of the second Wittgenstein reaches a rather culturalist abstraction, which, however, disclaims him of the pretension of being a theoretical of language, but in Habermas, this approach is put with an intention: the systematization of the universal pragmatics, which he presents as a theory of language games.
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In this paper we present ongoing research in which we approach the regulatory role of language in role play in children aged six and seven. In research, we seek an understanding of the relationship between language, ownership and complexity of the children's game. The hypothesis guiding the research is that the dialogical relations between children and adults and among children, while playing, contribute to children's learning game. Procedures are being used interpretive ethnographic research that focuses on the human meaning of social relations, waged by the subjects in a particular historical context and its elucidation and exposition by one researcher. This approach allows closer studies of Vygotsky and Bakhtin scholars of language that emphasize the regulatory role of language in human relationships and value the dialogic exchange between researcher and researched; active subjects of the research process. The data were produced by means of observation and interview, in a field diary records, photographs and audio recordings. They are being screened in thematic groups and analyzed using interpretative narration. The participants were two teachers and two classes of the first year of an Elementary school (EMEF) School of Municipal Elementary School Crane, State of Sao Paulo, totaling 45 subjects. Bearing in mind the above assumptions, are presented and analyzed data that allow to anticipate some results.
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Pós-graduação em Ciência e Tecnologia de Materiais - FC
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Pós-graduação em Educação Escolar - FCLAR
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With the technology evolution for school proposals, became necessary the creation and modifica- tion of the pedagogical paradigms applied in the classroom. With this in mind, this monograph attempts to explain clearly and succinctly how to develop a complete game, following the precepts of appropriate pedagogy and software engineering steps, explaining the main entertainment devices and graphics suitable for the student’s intellectual development. Therefore, it is studied throughout this academic work, the complete process of development, making use of the development language ActionScript 3.0 , aided by some other technologies, show- ing that the use of technology articles in the classroom is possible and highly indicated
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With the advancement of the gaming industry in the market, became evident the need for trained professionals working in this area. This paper tries to study and report the process of creating a game for professional and aspirants game developers. For this reason, throughout this monograph will describe how was the process of creating a digital game developed by students at the Universidade Estadual Paulista-UNESP Bauru. The project tries to explore current mechanical created along with an emotional storyline