816 resultados para Enterprise games


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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The Government of Trinidad and Tobago continues to provide support to SMEs in order to enhance their international competitiveness. The increasing effects of globalization and the reality of several trade agreements require that local businesses attain and maintain a level of competitiveness which ensures their continued survival and growth. This report examines in detail the policy environment within which these enterprises operate. It also examines the role of the key implementing agencies such as the BDC and NEDCO for government’s policy on the sector and also the role of the respective line ministries. These organizations strive to deliver value added technical, financial and export promotion services to its clients on a subsidised basis. The services offered reflect five key business areas such as financing, training, technical assistance, trade assistance, business re-engineering, project management and export promotion. In the case of the BDC its services target six sectors: food and beverage, metal processing, leisure marine, including yachting, information and communication technology/electronics, printing and packaging and entertainment. These said sectors are identified by the government, on the basis of a study which was done by TIDCO, for the promotion of a cluster development strategy. In the case of NEDCO it targets the following sectors: art and craft, food and beverages, fashion and fashion accessories, culture and ecotourism, bed and breakfast operations, indigenous entertainment and light manufacturing.

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Este empreendimento de pesquisa desenvolve uma análise acerca de cultura e conhecimento, duas categorias basilares no campo dos Estudos Culturais, no intuito de investigar como estas são concebidas nos textos publicados no GT de Currículo (GT-12) da Associação Nacional de Pós-Graduação (ANPEd), no período de 2000 a 2006. De modo adjacente, analiso as ênfases temáticas identificadas no conjunto dos textos e as conjugações temáticas e metodológicas realizadas pelos seus autores, de modo a obter um quadro analítico integral das categorias cultura e conhecimento tal como são abordadas. Como procedimentos metodológicos, constam o estudo teórico de Raymond Williams, Stuart Hall e Tomaz Tadeu da Silva, autores de referência internacional e nacional do campo dos Estudos Culturais, e a análise de dezesseis (16) textos, entre pôsteres e trabalhos completos, retirados do site da ANPEd www.anped.org.br no GT de Currículo, inseridos na perspectiva teórica dos Estudos Culturais. A partir das análises desenvolvidas, é possível afirmar que cultura e conhecimento são concebidos nestes textos como práticas de significação. Cultura não é mera transmissão de tradições, valores, costumes e saberes de uma geração à outra, antes, a cultura é da ordem dos sentidos e significados, isto é, refere-se a maneiras de interpretar e conceber o mundo e constrói-se a partir das relações que homens e mulheres estabelecem entre si. Do mesmo modo, o conhecimento também é construído, produzido pela cultura, pelos sujeitos que fazem cultura. Não é neutro, nem estático, porque o processo no qual é criado está permeado por interesses particulares, disputas, questões de poder. Em geral, cultura e conhecimento são analisados em textos que discutem os currículos culturais, em especial a mídia, em suas mais diversas modalidades computador, jogos eletrônicos, programas de TV e revistas. As conjugações teóricas mais recorrentes envolvem autores tais como Tomaz Tadeu da Silva, teórico mais acionado, Michael Foucault, Homi Bhabha, Stuart Hall e Jean-Claude Forquim, Gimeno Sacristán e Henry Giroux. As conjugações metodológicas mais utilizadas são as análises do discurso e análises documentais. Refletindo sobre as análises que os textos desenvolvem sobre o currículo, percebo dois grandes eixos de compreensão. Um no qual o currículo é concebido como teoria/prática cultural, capaz de produzir sujeitos e subjetividades e outro no qual há diferenciação entre currículo teórico ou oficial e currículo real; neste eixo, o currículo é concebido como um documento oficial apartado das experiências cotidianas dos alunos. Observo, deste modo, duas vertentes teóricas acentuarem-se dentro de um mesmo campo de pesquisa, a crítica e a pós-estruturalista, que convergem em alguns aspectos e divergem em outros, mas no que concerne às categorias cultura e conhecimento, parece haver um consenso no que se refere às relações intrínsecas destas com os processos de significação, produção de identidades, subjetividades e de afirmação e produção de diferenças.

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Pós-graduação em Letras - IBILCE

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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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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