1000 resultados para jogo de linguagem
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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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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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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Bakhtin, during the development of his theories, focused matters concerned to language, also taking account of the vital importance of its role in the formation of men. Thus, he was concerned in treating language not only as a simple mean of communication among people, but also as a social and crucial activity for the development of human beings. According to that and regarding the Bakhtinian concepts of alterity and dialogism in this paper, we intend to verify some aspects related to Macabéa, the protagonist of the novel entitled A Hora da Estrela, by Clarice Lispector, as well as her communication with the outside world, via language, trying to clarify, into that process, elucidative elements which attest her diffi culty in interacting with the world that surrounds her, besides the consequent de(constitution) of her own identity.
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Pós-graduação em Estudos Linguísticos - IBILCE
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Pós-graduação em Educação para a Ciência - FC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Educação Escolar - FCLAR
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Tell a story is one of the primary forms and instinctive communication in humanity. The essence of narrating daily events remains the same, but the channels through which these stories are told to reshape over time and adapt to the desires of your audience. Given this reformulation and with the advent of the internet as an essential part of contemporary communication, technology plays an essential role in assisting in the development of languages and new ways to create, manage and communicate content, in addition to democratize and expand these processes. With this work, it is hoped, provide subsidies for new research in the area are made, and contribute to the production of transmedia journalistic
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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.
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Os Estatutos da Academia Brasílica dos Renascidos tratam dos deveres cabí- veis aos membros e fornecem as bases para o entendimento de uma das agremia- ções mais bem organizadas do Brasil Colonial, no mesmo instante em que se tornam fundamentais para a compreensão da dimensão histórica, política e científica do século XVIII. Elaborado em linguagem rebuscada, e fundamentado na cientificidade, esse documento dá a dimensão dos aspectos a serem tratados por três olhares, que se complementam, a saber, a formalidade, a representação e a prática da linguagem retórica, conferindo-lhe perspectivas interdisciplinares promovidas pela literatura, pela filologia e pela linguística, respectivamente.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Letras - IBILCE
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Pós-graduação em Artes - IA