1000 resultados para jogo de linguagem
Resumo:
This research aims at the human body as a theme that is explored in different languages by many artists. So here I intend to report the passing of reading and interpretation of the show LIVE BODY: Carousel of Species for sculptural language, so will be examined trajectory of the creative process with a brief overview of the expressive body language through dance / theater exploring ways Created with contributions from studies of Reeducation Method Body Ivaldo Bertazzo, creator, director and choreographer of the piece
Resumo:
This paper demonstrates that in every society there are limits and these are imposed on its members. However, the awareness and the determination of theses limits are necessarily how they are transmitted by the educator to the learners. Its purpose is to show that autonomous, critical and cooperative individuals are result of the form they were educated and instructed in the classroom. Schools and educators should be concerned with the education of individuals able to reflect, discuss and solve the social and moral conflicts through dialogue, exposition of ideas, suggesting alternatives and the preparation and reworking of the principles and norms that govern society. The goal of this study is identify and highlight the importance of educator language in conflict resolution, its consequences and effects on the process of building the moral autonomy of children in preschool, as well as discussing, in theory the two types of language, evaluative and descriptive. In the same way, show the importance of descriptive language on the construction process from moral autonomy of learner. Several existing research about the chosen subject led to face this challenge, deepening the study to show that and educational system focused on cooperative environment, where teacher actions encourage social interaction, giving the student opportunity to talk, argue and present his thoughts, causes a significant development toward the construction of moral autonomy on the learner
Resumo:
The market of digital games have grown in the last years, becoming popular between many ages, the number of smartphones and tablets users have also showed a recent increase, including the ones using Android as operational system. The main objective of a digital game is the ludic activity but also it can be used as a tool to education, learning and even simulation. This work proposes the development of a game for smartphones or tablet running on Android operational system, this game will simulate living beings in an environment, each one with different behaviors, based in the concepts of artificial live, cellular automata and emergence. This way simulating the behavior of a living being community with a computational base in artificial live and following concepts of game design. The game can represent visually some characteristics of living beings, as well behaviors and interactions between them, in a very simple way. The game can be upgraded in the future to represent better living beings using more details to the simulation of these
Resumo:
O objetivo deste trabalho foi o de buscar compreender melhor o funcionamento linguístico em anúncios publicitários. O corpus se compõe de cinco anúncios impressos, publicados em revistas atuais, dos anos de 2011 a 2012; nos quais foram analisadas as técnicas argumentativas e recursos linguísticos neles contidos, em especial aqueles que contribuíram para criar um clima coloquial, de aproximação da marca com o cliente em potencial. Para a presente pesquisa, foi feito um levantamento bibliográfico dentro da área da Linguística de Argumentação. As análises realizadas buscaram verificar como a linguagem é usada para persuadir o consumidor, principalmente com o uso de metáforas. A partir delas, pode-se verificar que os textos publicitários se constituem uma rica fonte para os estudiosos da língua, já que a publicidade é capaz de ampliar o sentido de uma palavra, se utilizando de diversos recursos linguísticos
Resumo:
The aim of this work is the analysis of some figures of speech, which is based on the existence of a nature of metaphorical process. The research starts from the hypothesis that these figures form themselves by this process. The study is based on the reading of the chapter “Figuras de linguagem”, which is in the work Lições de gramática de usos do português (NEVES, in the press), in which are given lessons about figures of speech, using literary texts and suggesting a metaphorical base for the general sustenance of the analyses. From these lessons, that had already directed groupings and analyses in Seves (2009), a reanalysis was done according to a theoretical orientation which basis is cognitivist, what contribute to this idea about the origin of the figurative processes. The bases of the theoretical orientation, in this sense, are: the conceptual metaphor theory (LAKOFF; JOHNSON, 1980), which considers metaphor as a cognitive (mental) process; and the current of the systematic metaphor (CAMERON, 2005 apud SARDINHA, 2007) that defends the attention to the recurring use of metaphor in real language, before doing assertions about the mind’s functioning. The analyses indicated these conclusions: a) the theory of the conceptual metaphor can be considered efficient for the foundation of the analyses, what implies a minimization of the metonymic component in the exam of these figures; b) and in the basis of the majority of the founded figures it is evident the nature of a metaphorical process
Resumo:
The applications market is heated and has grown in the recent years, every day thousands of apps are downloaded and many of these are electronic games and are intended for smartphones and tablets. The electronic games are often integrated with an online system which has the function of providing extra functionality to the players. This project proposes the development of online support system to a game designed for mobile devices, consisting of a website and a database which has the function of storing data online beyond a system called the back end which has the function to integrate all the modules mentioned previously
Resumo:
Indoor soccer is a modality of sport similar to football, which is accompanying an increasing of the number of participants. With the growth of this sport, increased as well the number of injuries, which has been requiring greater attention and care from the health professionals. AIMS: To investigate the functional balance before and after an indoor soccer game and analyze the maximum force before and after the game, in order to verify if there is a great loss of muscle strength of knee flexors and extensors during the game. METHODS: The study included seven amateur soccer players. The isokinetic evaluation was made using the Biodex 3 isokinetic dynamometer at velocities of 60°/s and 180°/s with five repetitions at each velocity for each leg. Further, the study analyzed the peak torque of each leg at each speed of the extensor muscles and flexor concentric and eccentric. RESULTS: Compared to the peak torque before and after the game, there were no significant differences. At 60°/s in the non-dominant leg, peak torque decreased after the game of the extensor concentric and eccentric. In the dominant leg there was a decrease of peak torque in eccentric flexion at 60°/s and concentric flexion to 180°/s. Comparing the peak torque between dominance, there was any significant differences in speed. However, in eccentric flexion at 60°/s before the match there was a significant difference. The peak torque of the dominant leg showed better results than the non-dominant leg. Regarding the functional balance there was no statistically significant differences between the muscles involved. CONCLUSION: From the results achieved, it is possible to conclude that the peak torque of flexor eccentric decreases depending on the length of the exercise. This muscle is stronger in the dominant leg, comparing to the non-dominant leg
Resumo:
Pós-graduação em Matemática em Rede Nacional - IBILCE
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Pós-graduação em Letras - IBILCE
Resumo:
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.
Resumo:
This paper aims at discussing the characteristics of computer mediated language within a foreign language teaching and learning environment enabled by the use of synchronic writing resources – chat. The present research is based on (i) theoretical principles about the use of technologies and the teaching-learning of foreign languages in the scope of the Teletandem Brazil Project: Foreign languages for all – Projeto Teletandem Brasil: línguas estrangeiras para todos (TELLES, 2005); (ii) studies on the characteristics of the language within chat interactions; (iii) different theoretical perspectives on the relationship between spoken and written language, emphasizing the constitutive heterogeneity of writing perspective (CORRÊA, 1997, 1998, 2001); and (iv) some relevant concepts related to Prosodic Phonology field (NESPOR; VOGEL, 1986). Is being taken as research data, the written production of a Brazilian student (finishing a Licentiate in Literature) interacting with an American student (in Religious Studies) through Windows Live Messenger. The data were collected during a five-month period, during which the participants interacted through chat, totalizing 12 interactions in English and in Portuguese. During the analysis, a particular attention was given to the messages’ fragmentation, the use (or not) of punctuation signs and abbreviations within the Brazilian participant’s production, in order to discuss the representations she built of her writing, her interlocutor, herself and on the teaching-learning process of a foreign language.
Resumo:
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.
Resumo:
Pós-graduação em Letras - FCLAS