1000 resultados para jogo de linguagem
Resumo:
This study sought to offer a didactic approach in relation with the fundamentals of cubism temporal space derived of the theory of relativity, since the exhaustive character on the matter considering the need for a more consistent explanation of the physics Einsteinium postulates which is not an exactly research theme, despite being at its heart.
Resumo:
This research analyses the development of children presented with profound deafness and benefited by the cochlear implant, discovery of great significance in hearing health. The work is based, theoretically, on Winnicott, and methodologically, in anamnesis data and playing on a set of ludic scenes, systematically organized. Ten pre-school children with implants, selected by hospital and homogenization eligibility criteria participate in this study encompassing interviews with parents and playful observation sessions with the children, besides Lynn´s Dolls Structured Game. In the children, the results show immaturity, regression to earlier stages of their development, dependency and behavioral disorders, in particular, those related to language, interrelationship and anxiety. In the parents, family disorientation, partly overcome. The children and family participating are assisted by a multidisciplinary health team, at the hospital where they are attended.
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Based on systemic-cybernetic-new paradigm vision and social constructionism, the paper is an invitation to reflect on the importance of language in the maintenance and the possibility of changing unequal relational patterns, mainly related to issues of gender. Studies on language and verbal behavior of women and men, besides their representation in the media, are examples to illustrate the need advocated here, to changing patterns of inequality guided by gender differences that influence and are influenced by the culture, conveyed in our social network. This paper is a contribution for the clinical work with families and couples, from the perspective of the current behaviors, based on refrains spread by the media which became popular, since it is based on clinical and nonclinical observations about human relationships and its representation in the media and artistic productions.
Resumo:
The visual identity is based on a semantic relationship of several signs that make up a coherent system. A bimédia language formed by text and image complement to create an understandable message. This study aims the use of non-verbal communication in the corporate visual identity design project, contextualizing the role of the designer as mediator for informational corporate message to their audiences.
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The aim of study was to verify what tactical behaviors differ winner from loser teams in small sized games in youth soccer players. The tactical performance of winners and losers teams was compared through of System of Tactical Assessment in Soccer (FUT-SAT). Three thousand eight hundred and eight tactical actions were carried out by seventy-two youth soccer players from the under-11 (n=12), under-13 (n=12), under-15 (n=30) and under-17 (n=18) categories of Portuguese teams. Twenty four teams were composed to analyze, each team carried out one match (12 match analyzed). Each team was composed by three line players with goalkeeper which was not analyzed in test. The statistical analysis was performed thought the SPSS 17.0 software for Windows. A descriptive analyze and the KolmogorovSmirnov, Chi-square, Mann-Whitney U and T-Test tests to the independent samples was carried out, and the Cohen’s Kappa test to determining of the sample reability. Considering 76 variables analyzed, 12 presented significant differences among players of winners and loses teams. The players of the winner teams presented superiority in Macro-Category Action, in the Defensive tactical principles, Equilibrium and Defensive Unity. In the category Local of action in the Field, the winner teams presented superiority in the number of defensive actions performed in the defensive midfielder. In the category Result of the action, the variables Keep without the ball, Retrieving the ball possession and Shots on goal the winner teams presented higher results, while in variables Losing the ball possession and Suffering shot on goal the loser teams presented higher results. In the Performance Macro-Category, the superiority of the winners was showed by better Tactical Performance Index (TPI) in the Penetration principles, Offensive Unity, and in the Offensive phase of the game. The results demonstrated that the winner players presented superiority in both stages of the game.
Resumo:
Como é conhecido pela maioria, infelizmente, o ensino de matemática vem enfrentando muitas dificuldades. Cerca o ensino dessa disciplina mitos, preconceitos, que fazem com que o estudante, muitas vezes, já chegue à escola com medo das aulas de matemática. Por outro lado, ainda perdura em muitas escolas um ensino focado na reprodução e não na construção do conhecimento, apesar de alguns professores buscarem alternativas para tornarem as aulas mais atrativas, priorizando atividades interessantes e motivadoras. O famoso livro didático e os caderninhos de apoio enviados pela secretaria do estado da educação ainda continuam sendo os principais recursos disponíveis na sala de aula. Os exercícios e listas, muitas vezes considerados intermináveis, buscam sem sucesso fixar um conhecimento que muitas vezes não foram se quer apropriado pelos alunos. Diante do exposto faz-se necessário pensar em transformações no ensino de matemática que ultrapassem a simples reprodução de exercícios e permitam tanto para o professor, quanto para o aluno um ensino mais atraente e desafiador e principalmente repleto de significados. Dessa forma, este estudo tem como objetivo mostrar ao aluno, a partir dos jogos matemáticos, a diversão e, também, a superação, possibilitando a construção de aprendizagens significativas.
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This study aims at comprehending the dialogic potential of language radiophonic, in context of educational radio stations. This work based on a multidisciplinary approach. The study employed concepts of discourse analysis, mainly media related, dialogism and oral language. One of the conclusions is that language radiophonic has an educational potential, to allow interactivity with the listener. After all, audience participation can happen, even in a limited way, in a direct interaction (phone, email) or on the radio statement, aspect of the construction of language, of particular interest to this work.
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After crossing several generations and countries, broader functions are being incorporated to origami than simply making art objects: the fold initiates a series of new buildings within the design and creation. Under the new repre- sentations and performances that the art of paper folding keeps, this article aims to investigate how the origami is configured nowadays and how it behaves while contemporary language applied to projective processes of diverse natures. To better understand the actual origami, relations are used inside branch of math, conceptual and projectual. Relating theorists, artists, designers, etc., can point out the relevance of each of these areas in the configuration of cientific and projectual origami. The modularity, the collective, the conscious build, the contemporary and the inno- vation are relationships intrinsic to the praxis projectual that shape a landscape adjacent and subordinate to the main structure governing. It bets on the essence of origami as a tangible functionality for creative thinking.
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This article purposes the ARBot, a system that has as main objective the presentation of concepts of logic for students of elementary and secondary education. The system was developed using the technology known as Augmented Reality (AR), which allows complement the actual environment where the user is, by adding virtual objects. In this scenario the RA created from a virtual game interface is used, through which cognitive challenges are presented. To solve these challenges, users must set up three-dimensional virtual characters using visual language. As a result it follows that, in a playful way, concepts of algorithms and programming are assimilated by users. In addition, the system enables two users to interact in a cooperative game mode. In cooperative mode, the system focuses on collaborative learning, since it allows users to jointly solve the cognitive challenge presented by the system.
Resumo:
To Freud the group of the psychic activity has for purpose the search of pleasure and escape to the displeasure, and of that drift that the aspects associated to memories of unpleasant experiences have for tendency the removal of level of conscience. The unconscious repeats in subject, in way of being and through where he sees the world. That repetition also shows in practice of game. This study leaned on in analysis of Freudian work to play. Because, independent of sphere in that it is acting, the activity of the game is accomplished, predominantly, under an atmosphere predominantly pleased. The game can propitiate situation so that it happens the sublimation of drive forces, making possible occurrence, in an acceptable way socially, contributing to accomplishment of satisfaction. Like this, this study had as objective contemplates, starting from the reading of passages of Freudian work, on desire and the pleasure to play. For the elaboration of that text pertinent bibliographical revision was accomplished to the game, in relationship with psychoanalysis starting from Freud and other authors.
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Thisarticlediscussesissuesrelatedtothedesignlang uagewith a focusonteachingandlearningthroughthe useofgamesas a tool touncoverthe world. The gamesare abletosystematizethelanguagesothatyoucanlearnbyplayingthi swayandmakingthe interfacemore playful, more accessibleandlike us. Playing as apusherelementof newpossibilitiesandgamesare emergingas aplayfulargumentfor teachingin theman-machine interface.