1000 resultados para Jogo com propósito


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Relating the surface of a translated text to discourse is one of the focuses in the connection between Translation Studies and African- -American literature. In this respect, “Invisible Man”, by Ralph Ellison, and its Brazilian translation, by Márcia Serra, present themselves as material for analyzing contexts which evoke a sense of community and racial identity. Therefore, this paper centers precisely upon nuances in meaning of the linguistic displays of bonding and race. It could be noticed that these aspects were less marked in the translation, whereas the integrationist project featured in the novel was to a certain extent rewritten in words that called forth a sense of racial dichotomy. Thus, the translation displays at once the non-racialized perspective peculiar to the Brazilian view of race and assumptions in regard to the perspective of the African-American Other on race relations.

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This essay aims to analyze the book Engano geográfico Marília Garcia, published in 2012. It is a long narrative poem that recounts a trip through Spanish and French landscapes, and which allows to question various shifts of the poetic voice. One of them, marked by the duplicity between geographic and poetic journey which I could characterize as a be­ 76 Revista semestral do Programa de Pós-Graduação em Letras – UFES tween-place given by the sign of waiting. A second, through a dialogical instance that allows a process of depoetization of the language with its permeability to other voices. Finally, through the presence of several pronouns “I”, “he”, “she”, “you”, without explicit textual reference, and that would indicate a kind of closeness of the loving attention.

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In this article we address the causality conveyed by constructions with porque in compositions written by students from a public school. Our purpose is to compare factors of cognitive and discursive order for examining possible motivations related to the variability and to the complexity involved in causal constructions. The analysis that we propose assumes that porque may have different interpretations depending on the context of use and may indicate the cause of an actual event, or the cause of a belief, or the cause of a speech act. We consider some theses of ontogenetic nature that support that the most cognitively complex meanings appear later, but we hold that there are other issues at stake. In what follows, we present evidence that the emergence of different causal relations with porque also takes place as a result of the operation of discourse genres.

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O texto apresenta os traços da cultura caipira, enfatizando a importância das consequências do comércio bovino para a sua circularidade pelos espaços urbanos do Centro Sul brasileiro. Além disso, propõe reflexões sobre as maneiras pelas quais as elites trataram as expressões desta cultura em dois momentos distintos: fins do século XIX e a onda nacionalista vigente após o governo de Getúlio Vargas, em 1930. Para tanto, parte da experiência histórica registrada em Barretos, cidade do interior paulista.

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Neste trabalho apresentamos a proposta de levantar as concepções de um grupo de jovens universitários dos cursos de graduação, do período noturno. Pretendeu-se com esses dados coletados em entrevistas refletir sobre questões como: interesse político, consciência política e participação política entre os jovens.

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Pós-graduação em Letras - FCLAS

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Pós-graduação em Engenharia de Produção - FEB

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O artigo avalia o descompasso entre a liberdade de expressão, que no Brasil é garantida por lei, e ações culturalmente orientadas de patrulhamento do uso linguístico, que proíbem referências a características ou comportamentos de determinados grupos sociais, especialmente minorias. O descompasso se transforma em equívoco grave quando tal policiamento se estende às atividades de natureza metalinguística, que, baseadas na reflexão sobre os usos existentes, equacionam os significados das entidades do léxico ativado. O estudo examina especificamente a tarefa lexicográfica e avalia sua natureza e seu papel, dentro do universo de construção do saber sobre a língua.

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The novel O passado (2003) by Alan Pauls presents many isotopies which would deserve to be investigated: there is a varied construction of loving relationships among the characters, who reveal different feelings, that would allow a mapping of passions to be studied; there is an activity of translation (role performed by Rimini and Carmen) that engenders a very rich reflection on the literary activity which is taking place. There is also the presence of a visual artist, Jeremy Riltse, revealing a poetic work which was created by this discourse. Due to the dimension that a research of this kind would require, it is not possible to deal with all the isotopies. Thus, the last one was chosen to be investigated, that is, to verify how the fictional visual artist and his singular work operate in the novel.

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The text focuses on the relation between the Law of Directives and Bases of National Education, as well as its deployment in the National Curriculum, and contemporary culture in three aspects: the predominantly naive about the relation between technological development / education, the translation rhetoric about family’s institution as a partner of educational practices, and finally, the use of systems theory applied to the context of politicaleducational diagnosis. Results from a larger research project in progress titled "Cultural Industry and formative processes: Subsidies to reflect the new educational demmands”.

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This paper approaches the relation between school education and psychic development in the light of cultural-historical theory and critical-historical pedagogy, discussing the triad form-content-receiver of teaching in the context of early childhood education. Considering the goal of developing the bases of theoretical thinking in children, the paper analyses role-play as leading activity in preschool and explores the contributions of child literature, highlighting the importance of providing access to artistic works which depict reality in an imaginative form as multisided and in permanent movement.

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Objective: The aim of this study was to develop an educational oral health digital game for 5-to-7-year-old children. Method: The game, called “Dr. Trata Dente”, was based on the approach to three different oral health-related topics: a) bacterial plaque and the main diseases caused by it; b) oral hygiene methods for bacterial plaque control; c) dental caries and preventive measures for this disease. These topics were discussed in sequential order in three different stages of the game. Dr. Trata Dente is represented by the figure of a little super-hero dentist, who talks to the children about oral health during the game. The game is sub-divided according to its propositions to the children, into an association game, a memory game and a coloring game. After its development, the game was evaluated by three professionals of each of the following areas: Dentistry, Pedagogy and Psychology (n=9), who verified the suitability of the concepts presented in the game as regards oral health, linguistic abilities worked with the children, fulfillment of the intended didactic criteria, and the playful aspect of the game. Results: According to the dentists, the dental concepts presented in the game are adequate. According to the pedagogues, the choice of a super-hero was correct and the given explanations are well elaborated, organized and have accessible language, although long. For the psychologists, the game has a potential positive effect on the children’s learning, but there should be more interaction of the character with the children. After this evaluation, changes were made in the game according to the professionals’ suggestions. Conclusion: It was concluded that in spite of the suggested alterations, the game is suitable for teaching oral health by means of children’s play.

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Pós-graduação em Educação Escolar - FCLAR

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It is a fact that between the child and the adult there is an adolescent being that experiments his experiences in a different way than those others. Therefore, in clinical care, the use of toys and play do not have the same value as for the children, and, on the other hand, the majority of adolescents are not ready, as the adult is, for the exclusive use of speech in the psychotherapy context. There is the need to introduce some specific strategy in order to give the adolescent conditions to express himself openly in the psychotherapy process. The mediator's resource introduces this variable to enable the expression of emotions for those who cannot find the available channels for that. This paper seeks to answer this question by presenting the Time Tunnel Game in the psychotherapy with young people, based, during several years, on its clinical use with patients during this period of their lives. Explaining, when it is a question of a demand for a game, that the youngster tries to respect the rules, therefore, expressing his experiences more at ease. By using the mentioned game, it is not the psychotherapist that questions or addresses the youngster, but it is through this playing that the questions arise, providing the youngster a facilitating context for his experiences, even for the more difficult ones. At the direct request of the psychotherapist, it is possible that the adolescent may have the imposing idea that he is being evaluated, which is inadequate when attending any youngster. It is understood that this facilitation also occurs because in a game the atmosphere of lucidity is less threatening to the patient to reveal himself as playing. It is the game that "interviews" and, therefore, the youngster has less to be afraid of when expressing his experiences.

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This study based on moral culture research and the theoretical Piagetian perspective aims to investigate the relation between virtue and rules in the procedures of participants in the Internet game Colheita Feliz (Happy Harvest) – an Orkut application. By means of descriptive qualitative analysis, the behavior of 60 participants in the game was observed during two months. The participants’ performance ranking was analyzed according to the procedures they used. The results showed predominance of the crop stealing procedure in comparison with the crop cultivation procedure and allowed to consider that the action of stealing of the participants was not guided by the universal principles of virtue, honesty or lack of it (moral domain) but by the playing convention for the game (social domain) favoring the stealing procedure, and also by personal domain (choices) and mutual agreement among the subjects participating in the game. The data did not indicate connections between the participants’ actions inside and outside virtual and real fields with regard to stealing, and reinforced the idea that rules are conventionalized in the domain of a group and depend on social interactions by which mutual respect among peers must prevail. The data also shows that morality is not the regulatory actions in the game. The results also showed the importance of carrying out research on procedures used by computer game players since such procedures can demonstrate cognitive, moral, affective and social aspects perceived during playful interaction situations.