797 resultados para Game-Playing
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Includes bibliography
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O trabalho investiga as práticas discursivas de docentes da escola básica e do ensino superior que exercem a prática docente e a prática de mestre de RPG, jogo/atividade de narração de histórias de forma oral e coletiva onde os sujeitos são, ao mesmo tempo, autores e personagens das tramas. A investigação é mobilizada pelas seguintes questões propulsoras: A) Quais práticas discursivas são produzidas por esses sujeitos sobre a docência e ao mestrar RPG? B) Quais as aproximações e refratações entre essas práticas discursivas? De que modos essas práticas participam de processos de subjetivação desses sujeitos, isto é de sua constituição enquanto docentes e mestres de RPG? O estudo desenvolve-se a partir da abordagem pós-estruturalista optando metodologicamente pela análise foucaultiana do discurso das narrativas docentes. O texto apresenta a investigação de produção de narrativas como metodologia, as discussões teóricas sobre subjetivação de Foucault e sobre pós-estruturalismo, as características do jogo e os discursos dos sujeitos acompanhados de análise. Os resultados da investigação apontam para a constituição dos sujeitos e diversas aproximações nas práticas e profundas refratações.
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Vários autores reconhecem a importância de jogar com regras para o desenvolvimento infantil. Poucos estudos têm analisado a construção de conhecimentos no contexto das interações sociais, em jogos específicos. O presente estudo documentou as mudanças no desempenho de crianças pré-escolares jogando dominó, considerando: o seguimento das regras do jogo, o domínio dos conceitos implícitos nelas e as interações entre os participantes. Ao longo de um ano, vinte pré-escolares jogaram quatro tipos de dominó com dificuldades conceituais crescentes. Apesar de não terem tido experiências prévias com este jogo, o percentual de erros por tipo de dominó foi sempre inferior a doze por cento das jogadas e foram corrigidos em proporção semelhante pelas crianças e pelo pesquisador. As interações propiciaram momentos de transmissão e de construção de conhecimentos compartilhados.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Psicologia - FCLAS
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Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC
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Pós-graduação em Educação - FFC
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This paper presents an assessment of an educational game for teaching the efficient use of electricity. Developed with Adobe Flash (R), it is a virtual board game where participants choose a car that starts the path and reaches the same final goal, going through a number of track steps defined in terms of a dice that each player rolls in turn. The car moves if the participant is able to correctly answer a question that is randomly generated by the software. The objective of the game is to answer questions related to energy efficiency promoting a healthy and attractive learning process for participants on concepts related to energy efficiency such as: the rational use of energy, the basic concepts of forms of energy generation, among others. The main objective of this paper is to assess the impact of the application of this virtual game in the teaching and learning process of high school students. Therefore, the game was applied in the discipline of physics in a class of junior high public school in the state of Sao Paulo. Initially, the class that had 43 students was divided into 10 groups of 4 students, and 1 group of 3 students. Each student group competed with one another. The idea was that each of them should indicate a student who was the representative of this group until only 4 group leaders were selected for the finals. At this stage, each student could interact with a group of up to ten students that acted as advisers. The adopted assessment process is based on the model proposed by Savi [7]. Then, at the end of the game, the students answered a prepared questionnaire based on the model proposed by Savi. According to Savi, although there are significant studies that show the importance of educational games for the process of cognitive development and learning concepts of students, there are few papers that present forms of assessing the potential of these resources. Thus, the assessment criteria proposed by Savi are based on the model of training evaluation by Kirkpatrick [3], taken as a reference to measure the efficiency of processes of continuing education courses for professionals. The authors assert that the metric of the evaluation proposed to assess the game is based on the first level of the model proposed by Kirkpatrick.
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Exergames are a new educational tool, and have been used by teachers in physical education classes because it is an activity that provides entertainment and caloric expenditure. The goal of this study was to verify the opinion of students in an elementary school class on a program of adapted physical activity using the videogame, developed during physical education classes. Study participants were students in a fourth-grade elementary school class that had a student with disability. The researcher and the Physical Education teacher elaborated the planning program of an adapted physical activity with the use of videogames. The classes were recorded in a log book and group interviews were conducted at the end of each class. The results showed that the classes were nice, fun and interesting experiences. The study concluded that the program was successful.
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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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BACKGROUND: Previous studies suggested that some interactive video games induce cardiovascular responses. However, some different styles of video games have not been investigated. OBJECTIVE: We aimed to evaluate cardiovascular responses induced by video game boxing performance in healthy women. METHOD: We evaluated ten female sedentary volunteers, aged 20.9 ± 1.4 years, weight 58.7 ± 8.0 kg, height 163.2 ± 5.4cm. All subjects were weighed and measured. Their heart rate, blood pressure and lactate levels were recorded before and after video game performance. The volunteers played a Sony video game (Nintendo® Wii) by using the boxing method, in which all volunteers played for 10 minutes without interruption. At the end of the game the volunteers were reassessed using the same parameters mentioned above. RESULTS: At the end of the video game boxing performance we observed highly significant increases of lactate production (p < 0.0035) and the double product (heart rate vs. systolic blood pressure) was also higher (p < 0.0001). Both parameters indicate that the performance increased demands of the cardiovascular system. CONCLUSION: We conclude that a ten-minute video game boxing performance induces cardiovascular responses similar to aerobic exercise. This may be a practical form of exercise, but care should be exercised concerning subjects with cardiovascular disorders.
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With the technology advancement, mobile devices have become increasingly more powerful and have started to have functions beyond of making phone calls. New applications, which perform these new functions, have been launched. The digital entertainment market has become one of the most benefited with this, once the games have become one of the most used applications for various types of users. This monograph presents the development of a game for Android OS, considering concepts like: physics, scenarios/views and character animation
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This paper is intended to perform an analysis of the news published by the Website Ouropreto.com.br and the portals and Uai e Terra in news about the murder of the student Aline Silveira Soares and about its judgment. According with the news, the student's body was found in the cemetery of the church Nossa Senhora das Mercês e Misericórdia on 14th October 2001 in the city of Ouro Preto in Minas Gerais. The police and the media reverberated the hypothesis that Aline would had been killed during a Satanic ritual related to the RPG game(Role Playing Game) which is a game where players assume characters within a story. Our proposal is to analyze the coverage of vehicles of different ranges (local, regional and national) and evaluate how the case was shown focusing on its supposed relationship with the RPG game
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Pós-graduação em Educação para a Ciência - FC
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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.