546 resultados para Indigenous games
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Estudei, entre abril e junho de 2004, o consumo de proteína animal em sete aldeias de terra firme e oito aldeias de várzea na Terra Indígena (TI) Uaçá utilizando calendários diários de consumo. A TI Uaçá localiza-se no município de Oiapoque, no extremo norte do Estado do Amapá, e faz divisas com as Terras Indígenas Juminã e Galibi e com o Parque Nacional de Cabo Orange. A TI Uaçá é habitada por aproximadamente 4.500 índios das etnias Palikur, Karipuna e Galibi-Marworno em uma área de 470.164 ha, onde ocorrem grandes porções de campos sazonalmente alagados (várzeas), terra firme e pequenas manchas de cerrado. Durante o período de estudo, que na região corresponde à época de cheias, foram distribuídos 243 calendários em 83 casas das aldeias de terra firme e em 160 casas das aldeias de várzea. Cada calendário era composto por um conjunto de desenhos representando as diferentes fontes de proteína animal disponíveis para o consumo e os moradores marcavam em cada dia o que haviam consumido. Nas análises, foram utilizados somente 55 calendários das aldeias de terra firme e 113 de várzea que tinham mais de 40% do total de dias disponíveis preenchidos. A carne de fauna e o pescado foram as fontes de proteína animal mais frequentemente utilizadas na alimentação dos moradores tanto de terra firme como de várzea. Itens comercializados, como a carne de frango, conservas enlatadas e carne de gado foram menos consumidos pelos índios, sendo porém, mais utilizados nas aldeias de terra firme do que na várzea. Os mamíferos foram a classe de vertebrados silvestres mais consumida na terra firme, seguido pelos répteis e pelas aves. Na várzea, não foram encontradas diferenças significativas entre o consumo de mamíferos e répteis, que foram mais consumidos do que as aves. Dentre os grupos de vertebrados consumidos, os ungulados foram os mais freqüentes na dieta dos habitantes da TI Uaçá, sendo os mais consumidos na terra firme e, juntamente com os crocodilianos, os mais consumidos também na várzea. Este estudo será a base para um futuro plano de manejo de fauna para a TI Uaçá, visto a importância da carne de fauna para a alimentação dos moradores da área, que em breve sofrerá os impactos causados pelo asfaltamento de uma rodovia que corta seu território e pela construção de uma linha de energia ligando Oiapoque à Macapá e que também passará por dentro da área.
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Pós-graduação em Letras - IBILCE
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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In recent years, a number of South American freshwater fish have gained increasing attention for their potential in aquaculture, not only because of their excellent performance in farming systems but also to meet the high consumer demand for these species due to declining fishery resources. Many South American freshwater species are migratory and produce altricial larvae, with a small amount of yolk reserves. Unlike precocial freshwater species and altricial coldwater marine fish, these freshwater fish investigated have rapid yolk depletion and metamorphosis. Specific studies on the initial development of South American fish are scarce and fragmented. One of the most widely studied species is the pacu (Piaractus mesopotamicus), farmed in warm continental waters. In the present review we compile new and published data on the initial development of pacu, including morphogenesis of the skeletal, muscle, digestive and sensory systems; compare it to other Neotropical species; and discuss the importance of this information to develop larviculture protocols. When pacu larvae exhaust yolk reserves, they initiate a new form of interaction with the environment, becoming exclusively exotrophic. This type of interaction is made possible by the rapid development of sensory, skeletal, locomotor and digestive structures. In addition to understanding fish ontogeny, studies on larval development are necessary to improve farming systems and larviculture techniques aimed at producing high-quality juveniles in aquaculture. (C) 2014 Elsevier B.V. All rights reserved.
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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.
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Students' cultural diversity is an important factor to consider in a mathematics education concerned with equity. We argue that the significance of mathematics education is not only given by the understanding of mathematical concepts but also by students' foreground, that is, the students' perception of their future possibilities in life as made apparent to the individual by his/her social-political context. For students in a cultural borderline position, different reasons and intentions for engaging in mathematics learning may be related to the construction of meaning in mathematics. Through inter-viewing Brazilian Indian students' foreground, we illuminate the different types of significance given to mathematics education in their particular situation.
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This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. Furthermore, this work is inserted in the line of the research Artistic Processes and Procedures of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group Media Arts and Videoclip leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.
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The games are a worldwide fever, since 80's is becoming more popular and featured in the media, in the culture and economy. The sector fits in creative economy, a sector of economy that is growing gaining prominence for being a driver for economic, cultural and environmental development. The producing process, competition and logic of cultural games industry differ from traditional economy. The article seeks to show what is necessary to the game industry be able to establish and remain on the market, and what is the obstacles that this industry will face in Brazil, a potential creative economy country
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The goal of our article is build – including universes to support empirical research in communication – an educational matrix for a different order of analysis, incorporating new possibilities available for the advancement of Information and Communication Technologies (ICTs). For this goal we use the game, as a source of playful learning and formation of being. Introducing the interaction from game plataform as middle convergent, where it is possible the diffusion and expansion of knowled in constant way that enables education and information exchanges oustide the status quo of schools, increasing the e effectiveness of knowledge fixing and interest to acquire it.
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In this article we present the plants used for the treatment of malaria and associated symptoms in Santa Isabel do Rio Negro in the Brazilian Amazon. The region has important biological and cultural diversities including more than twenty indigenous ethnic groups and a strong history in traditional medicine. The aims of this study are to survey information in the Baniwa, Baré, Desana, Piratapuia, Tariana, Tukano, Tuyuca, Yanomami ethnic communities and among caboclos (mixed-ethnicity) on: a) plant species used for the treatment of malaria and associated symptoms; b) dosage forms and c) distribution of these anti-malarial plants in the Amazon. Information was obtained through classical ethnobotanical and ethnopharmacological methods from interviews with 146 informants in Santa Isabel municipality on the upper Negro River, Brazil. Fifty-five mainly native neotropical plant species from 34 families were in use. The detailed uses of these plants were documented. The result was 187 records (64.4%) of plants for the specific treatment of malaria, 51 records (17.5%) of plants used in the treatment of liver problems and 28 records (9.6%) of plants used in the control of fevers associated with malaria. Other uses described were blood fortification ('dar sangue'), headache and prophylaxis. Most of the therapeutic preparations were decoctions and infusions based on stem bark, root bark and leaves. These were administered by mouth. In some cases, remedies were prepared with up to three different plant species. Also, plants were used together with other ingredients such as insects, mammals, gunpowder and milk. This is the first study on the anti-malarial plants from this region of the Amazon. Aspidosperma spp. and Ampelozizyphus amazonicus Ducke were the most cited species in the communities surveyed. These species have experimental proof supporting their anti-malarial efficacy. The dosage of the therapeutic preparations depends on the kind of plant, quantity of plant material available, the patient's age (children and adults) and the local expert. The treatment time varies from a single dose to up to several weeks. Most anti-malarial plants are domesticated or grow spontaneously. They are grown in home gardens, open areas near the communities, clearings and secondary forests, and wild species grow in areas of seasonally flooded wetlands and terra firme (solid ground) forest, in some cases in locations that are hard to access. Traditional knowledge of plants was found to be falling into disuse presumably as a consequence of the local official health services that treat malaria in the communities using commercial drugs. Despite this, some species are used in the prevention of this disease and also in the recovery after using conventional anti-malarial drugs.
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Creative spaces need freedom. Any productions, especially with artistic content, need space to mistakes, that is, for an attempt away from the standard. The independent production environment is recognized in different artistic sectors as a space for innovation, to be free of the serial production logic. The major innovations in the international scenario of games came from the independent productions. Great classics revolutionized the aesthetics and functionality of this new media. This project aims to analyze the productive chains of Brazilian independent games, starting with a regional analysis. The goal is to observe the factors responsible for the innovation that these games can offer, the management aspects of creative processes, articulation of innovative agents and resources mobilized. Brazil currently has the fourth largest gaming market in the world with expectation of strong growth for years to come, but arises in the international market as a consumer. Given this regional demand is necessary to study the tools of production, even to help fill that need. Not only the production of games should be thought, the media coverage is also another important factor, in view of the economic importance of this segment. Understanding the mechanisms of innovation in the gaming universe, its impact on the formation of public and coverage of specialized journalism in this new media are possible outcomes of future studies and research that scientific research can contribute
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This workshop details the deculturalization process that takes place when Indigenous Peoples are used as mascots in school-related activities; examines the arguments(s) and defensive tactics used by sports fans and school officials to maintain these hegemonic images; and offers successful strategies for developing policy toward the elimination of Indigenous Peoples as mascots.
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Invasive species are potential threats to biodiversity, especially if they become established and outnumber native species. In this study, a population of the non-indigenous crab Charybdis hellerii was analyzed in an estuary-bay complex on the southeastern Brazilian coast, with respect to its abundance relative to sympatric native brachyuran species, as well as the size structure, sexual maturity, sex ratio, frequency of mutilation, reproductive period, and development of the reproductive system. Crabs were sampled monthly both in the intertidal zone of rocky shores and on sublittoral soft-bottom. Nine species were recorded on the rocky shores, where C. hellerii was the second most abundant species; only three individuals of C. hellerii were collected in the sublittoral samples. This population of C. hellerii showed a unimodal size structure composed mainly of mature individuals; males were larger than females, and the sex ratio was skewed toward males (3.1:1). About 46.9% of the individuals (75 of 160 crabs) had mutilated or regenerating appendages, more frequent in males (56.8%) than in females (28.2%), which may reflect both inter- and intraspecific agonistic interactions. A continuous reproductive pattern is suggested for this population, although ovigerous females occurred unevenly during the year, with 58.82% of them being collected in winter. There was evidence of multiple spawning, since the ovigerous females with an initial egg mass showed mature ovaries as well as seminal receptacles filled with sperm. C. hellerii is well established in the estuary-bay complex, but is concentrated in intertidal and shallow subtidal rocky shores, where it may compete with and replace other species such as the portunid Cronius ruber. This study also highlights the importance of systematic monitoring studies to evaluate the effects of the introduction of non-indigenous species on ecologically similar natives.