938 resultados para Jogos Olímpicos


Relevância:

10.00% 10.00%

Publicador:

Resumo:

ON reflecting the traditional teaching approach, characterized by non-dynamic and descriptive methods that still persists in schools at the present time, associated to social living enrichment has motivated the search for new techniques to stimulate students in the process of teaching, such as roleplaying games, known as RPG, already being used in various school disciplines. Considering the amount of themes in general sciences and in biology, in particular that could be explored through RPG our purpose was to develop a game to be used as a learning complementary tool. PANGÉIA, the game we developed, was based on the GURPS system and to be placed at the geological Eras of the earth. The objective of the game was playing a character that represented an animal belonging to a Class of Vertebrates, and making it surviving and reproducing during risky situations presented in the game. These situations were narratives by the Master about challenges that the character would face, which should be solved using the dices. Along the narrative, the Master introduced concepts and informations about the subject being studied. To evaluating how the game worked out, we solicited 11 volunteers, from two different schools in Natal, to play PANGÉIA. Before starting the game, and without knowing the final objectives of our project, the volunteers answered a general questionnaire to let us know their level of knowledge, which was also answered after playing the game. The comparison of the volunteers answers before and after playing the game suggests that this activity influenced them. Also, based on this test, we identified critical aspects to be modified in PANGÉIA, specially a stronger relation between both the questionnaire and the game placement with the narrative of the master. In order to have PANGÉIA used as a complementary learning tool, a teachers handbook has to be written, including rules concerning the format of game application. Nonetheless, based on this pilot study, we conclude that topics on sciences and biology can be easily adjusted to RPG format, and its flexibility provides multiple combinations that can be used to help learning the more difficult topics to be taught in a class

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The use of games as educational tools is common, however the effectiveness of games with educational purposes is still poorly known. In this study we evaluated three different low-cost teaching strategies make and play your own board game, just play an educational science game and make a poster to be exposed in the school regarding: (1) science learning; (2) use of deep learning strategies (DLS); and (3) intrinsic motivation. We tested the hypothesis that, in these three parameters evaluated, scores would be higher in the group that made and play their own game, followed respectively by the group that just played a game and the group that made a poster. The research involved 214 fifth-grade students from six elementary schools in Natal/RN. A group of students made and played their own science board game (N = 68), a second group played a science game (N = 75), and a third group made a poster to be exposed at school (N = 71). Our hypothesis was partly empirically supported, since there was no significant difference in science learning and in the use of DLS between the group that made their own game and the group that just played the game; however, both groups had significantly higher scores in science learning and in use of DLS than the group that made the poster. There was no significant difference in the scores of intrinsic motivation among the three experimental groups. Our results indicate that activities related to non-digital games can provide a favorable context for learning in the school environment. We conclude that the use of games for educational purposes (both making a game and just playing a game) is an efficient and viable alternative to teach science in Brazilian public school

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Educational games can work as a complementary tool in teaching and learning chemistry, playing an important role in the development of the students cognitive structures, familiarizing them with certain conceptual content, which may arouse interest in the study of such content. In this work, we made an analysis of organic chemistry textbooks recommended by Programa Nacional do Livro Didático 2012, for high school students in order to verify the existence of methodological proposals using educational games. From this analysis, we proposed an educational game to be developed for students on 3º year of high medium and undergraduate chemistry, that are in 1º semester of the course, which is constituted of a tray and 48 letters, which work various concepts concerning organic functions, such as: structural characteristics, physical properties, chemical and properties diverse of the compounds used for the confection of the letters. The game was applied to a class degree in chemistry, period 2012.1 to a Federal Education of Rio Grande do Norte and a group of students of the 3rd year of the state schools of Rio Grande do Norte, in the period the months of April and May 2012. The analysis of the performance of the game proposed was made using visual observations, photographic records and testimonials of students who participated in the games. The instrument used for the data collection was the student questionnaire, which was similar for both groups, differing only in the amount of questions, because one of them had one more question. During application of the game it was observed that it constitutes a dynamic strategy in the teaching and learning of chemistry concepts, given that students actively participated in the classes as well, demonstrated more motivation in the construction of concepts, furthermore, it was possible to observe evidence of other possibilities of the game. This could be verified through visual observations and testimonials at the end of each game, by reading the answers to the questionnaires

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Intendding to understand how the human mind operates, some philosophers and psycologists began to study about rationality. Theories were built from those studies and nowadays that interest have been extended to many other areas such as computing engineering and computing science, but with a minimal distinction at its goal: to understand the mind operational proccess and apply it on agents modelling to become possible the implementation (of softwares or hardwares) with the agent-oriented paradigm where agents are able to deliberate their own plans of actions. In computing science, the sub-area of multiagents systems has progressed using several works concerning artificial intelligence, computational logic, distributed systems, games theory and even philosophy and psycology. This present work hopes to show how it can be get a logical formalisation extention of a rational agents architecture model called BDI (based in a philosophic Bratman s Theory) in which agents are capable to deliberate actions from its beliefs, desires and intentions. The formalisation of this model is called BDI logic and it is a modal logic (in general it is a branching time logic) with three access relations: B, D and I. And here, it will show two possible extentions that tranform BDI logic in a modal-fuzzy logic where the formulae and the access relations can be evaluated by values from the interval [0,1]

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The course of Algorithms and Programming reveals as real obstacle for many students during the computer courses. The students not familiar with new ways of thinking required by the courses as well as not having certain skills required for this, encounter difficulties that sometimes result in the repetition and dropout. Faced with this problem, that survey on the problems experienced by students was conducted as a way to understand the problem and to guide solutions in trying to solve or assuage the difficulties experienced by students. In this paper a methodology to be applied in a classroom based on the concepts of Meaningful Learning of David Ausubel was described. In addition to this theory, a tool developed at UFRN, named Takkou, was used with the intent to better motivate students in algorithms classes and to exercise logical reasoning. Finally a comparative evaluation of the suggested methodology and traditional methodology was carried out, and results were discussed

Relevância:

10.00% 10.00%

Publicador:

Resumo:

There is a need for multi-agent system designers in determining the quality of systems in the earliest phases of the development process. The architectures of the agents are also part of the design of these systems, and therefore also need to have their quality evaluated. Motivated by the important role that emotions play in our daily lives, embodied agents researchers have aimed to create agents capable of producing affective and natural interaction with users that produces a beneficial or desirable result. For this, several studies proposing architectures of agents with emotions arose without the accompaniment of appropriate methods for the assessment of these architectures. The objective of this study is to propose a methodology for evaluating architectures emotional agents, which evaluates the quality attributes of the design of architectures, in addition to evaluation of human-computer interaction, the effects on the subjective experience of users of applications that implement it. The methodology is based on a model of well-defined metrics. In assessing the quality of architectural design, the attributes assessed are: extensibility, modularity and complexity. In assessing the effects on users' subjective experience, which involves the implementation of the architecture in an application and we suggest to be the domain of computer games, the metrics are: enjoyment, felt support, warm, caring, trust, cooperation, intelligence, interestingness, naturalness of emotional reactions, believabiliy, reducing of frustration and likeability, and the average time and average attempts. We experimented with this approach and evaluate five architectures emotional agents: BDIE, DETT, Camurra-Coglio, EBDI, Emotional-BDI. Two of the architectures, BDIE and EBDI, were implemented in a version of the game Minesweeper and evaluated for human-computer interaction. In the results, DETT stood out with the best architectural design. Users who have played the version of the game with emotional agents performed better than those who played without agents. In assessing the subjective experience of users, the differences between the architectures were insignificant

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The game industry has been experiencing a consistent increase in production costs of games lately. Part of this increase refers to the current trend of having bigger, more interactive and replayable environments. This trend translates to an increase in both team size and development time, which makes game development a even more risky investment and may reduce innovation in the area. As a possible solution to this problem, the scientific community is focusing on the generation of procedural content and, more specifically, on procedurally generated levels. Given the great diversity and complexity of games, most works choose to deal with a specific genre, platform games being one of the most studied. This work aims at proposing a procedural level generation method for platform/adventure games, a fairly more complex genre than most classic platformers which so far has not been the subject of study from other works. The level generation process was divided in two steps, planning and viusal generation, respectively responsible for generating a compact representation of the level and determining its view. The planning stage was divided in game design and level design, and uses a goaloriented process to output a set of rooms. The visual generation step receives a set of rooms and fills its interior with the appropriate parts of previously authored geometry

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Neste trabalho, apresentamos uma ferramenta cujo intuito é auxiliar não-programadores, jogadores de videogame, na criação de extensões na forma de Add-ons para World of Warcraft, o jogo online. Nele, o usuário pode criar extensões customizando completamente sua interface, de forma a reinventar a sua experiência de jogo e melhorar sua jogabilidade. A criação de extensões para aplicativos e jogos surgiu da crescente necessidade de fornecer aos usuários mecanismos eficientes de Programação por Usuário Final, permitindo que os mesmos preenchessem suas necessidades singulares através da criação, customização e especificação de extensões em software. Em World of Warcraft mais especificamente, os Add-ons exploram um tipo de extensão na qual os jogadores passam a programar sua própria interface de usuário ou a fazer uso de interfaces criadas por outros usuários. No entanto, realizar a programação dessas extensões - os Add-ons - não é uma tarefa fácil. Dentro deste contexto, desenvolvemos a ferramenta EUPAT for WoW (do inglês, End-User Programming Assistance Tool for World of Warcraft) que oferece assistência à criação de Add-ons. Além disso, investigamos como usuários jogadores com e sem conhecimento de programação são beneficiados. Os resultados desta pesquisa permitiram refletir sobre as estratégias de assistência de programação por usuário final no contexto de jogos

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

Relevância:

10.00% 10.00%

Publicador:

Resumo:

O texto tem como objetivo refletir sobre os componentes estéticos presentes no treinamento da ginástica rítmica (GR). Tendo a hermenêutica como método, apresenta reflexões a partir de descrições de cenas do vídeo do programa História do esporte, exibido em junho de 2003 pela ESPN Brasil, cujo teor se remete ao dia-a-dia da equipe brasileira de GR em treinamento para os Jogos Pan-americanos de Santo Domingo. Tendo como suporte tais reflexões, discute implicações pedagógicas do ponto de vista estético para o treinamento da GR no âmbito escolar, advindas do modelo de treinamento de alta performance e possíveis interfaces entre esses dois contextos, considerando a necessidade da crítica e do respeito às especificidades de ambos

Relevância:

10.00% 10.00%

Publicador:

Resumo:

OBJETIVO: Revisar estudos que abordam as práticas alimentares atuais e o padrão de atividade física como contribuintes do excesso de peso na infância. FONTES DE DADOS: Ovid Journals, Highwire e SciELO, com seleção de artigos originais e de revisão nos últimos dez anos (1997 a 2007), na língua portuguesa e inglesa. SÍNTESE DE DADOS: O acompanhamento do estado nutricional de crianças permite diagnosticar seu estado de saúde atual, bem como predizer parcialmente seu prognóstico na vida adulta. A prevalência de obesidade infantil, no Brasil, apresenta aumento progressivo em todas as classes sociais e sua freqüência varia entre cinco a 18%, dependendo da região estudada. A associação da transição epidemiológica, demográfica e comportamental e a alteração do hábito alimentar são apontadas como fatores causais do aumento progressivo da obesidade infantil. Práticas alimentares caracterizadas por elevado teor de lipídios, sacarose e sódio e por reduzido consumo de cereais integrais, frutas e hortaliças associadas à inatividade física decorrente do uso de computadores, jogos eletrônicos e televisores influenciam parte considerável de crianças. Este estilo de vida reflete os hábitos familiares e pode ser influenciado pelo ambiente escolar no qual a criança está inserida. CONCLUSÕES: Os dados sugerem influência considerável dos fatores ambientais, principalmente hábitos alimentares e inatividade física, no crescente aumento da prevalência de excesso de peso na população pediátrica.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Mudanças notáveis nos hábitos alimentares, acompanhadas de práticas fisioculturistas intensas, são a tônica dos dias atuais, com registros de carências nutricionais e de obesidade bastante preocupantes, do ponto de vista da saúde pública, entre crianças, jovens e adultos. Mas o que conhecem as crianças e os adolescentes sobre o processo de digestão-nutrição, os conceitos básicos envolvidos e as condutas alimentares adequadas à boa saúde humana? Como é desenvolvido esse tema nas escolas públicas e particulares de ensino? Tais questionamentos desencadearam um estudo sobre a natureza das práticas desenvolvidas por professores de ciências e biologia e o conhecimento apresentado por alunos de escolas públicas e particulares. Os resultados revelaram inadequação no tratamento metodológico de ensino do processo de digestão e conceitos envolvidos nesse tema, que levam os alunos ao desinteresse e a manterem praticamente inalterados os conhecimentos ordinários que possuem. O processo de digestão e nutrição, bem como suas implicações para a saúde, configuraram-se como fenômenos desvinculados do aluno, à semelhança do que observamos nos livros didáticos por eles utilizados. A dinâmica das inter-relações alimentares entre seres vivos são superficialmente consideradas em ecologia e passam ao largo das adaptações comportamentais, morfológicas e fisiológicas envolvidas. Considerando esses resultados, propõe-se conteúdo baseado em abordagem ecológica, voltado para determinadas atividades experimentais, jogos e interações coevolutivas de seres vivos - aspectos biológicos e sociais, para o despertar de posturas reflexivas e críticas diante das transformações sociais em curso e de nossas necessidades biológicas no que se refere à alimentação e saúde.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This qualitative study aimed to investigate the resonances of the intellectual content of leisure for older adults. A mixed questionnaire containing ten questions was applied to a sample of fifty older adults people of both genders. Data were descriptively analyzed by thematic content analysis technique and showed that such experiences encourage reflection and the exercise of citizenship. Among the intellectual contents to qualitatively fulfill free time availability were elected by the sample: watching news on TV (70%), videos on health and aging (55%), reading newspapers, magazines and books (54%), playing strategic games (35%) and visiting museums (8%). It can be concluded that the experiences sharpen the critical and intellectual creativity and subsidize better understanding of aging, involving the construction of knowledge and expanding the opportunities of learning to learn, to be, and to live.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

A prática do ciclismo off-road (mountain biking - MTB), cresceu muito nas últimas duas décadas, sendo incluído como esporte olímpico, nos Jogos de Atlanta em 1996, na modalidade Cross Country. Na última década, houve um aumento no número de publicações científicas que verificaram a demanda fisiológica durante competições, assim como o estudo de possíveis preditores da performance nesta modalidade. O objetivo deste estudo de revisão foi descrever alguns aspectos fisiológicos específicos do MTB Cross Country (MTB CC) competitivo (intensidade de provas, perfil fisiológico de atletas de elite, uso de suspensões e determinantes da performance em subidas). Observa-se na literatura analisada que as provas de MTB CC parecem impor uma sobrecarga fisiológica maior, quando analisada através da frequência cardíaca, do que provas de ciclismo de estrada com duração semelhante. Entretanto, quando analisada pela potência de pedalada, observa-se claramente a característica intermitente da modalidade, com variações de potência durante a prova entre zero e 500W, e potência média relativamente baixa em comparação aos valores de FC encontrados. Outro fator importante levantado neste estudo são as alterações fisiológicas decorrentes do uso de suspensões nas bicicletas de MTB CC. O uso deste equipamento reduz o estresse muscular provocado pelo terreno acidentado, embora pareça não afetar o gasto energético total, tanto em percurso plano como em subidas. Entretanto, é fato que o desempenho em circuitos acidentados é melhorado com o uso das suspensões. Com base nos estudos abordados nessa revisão, conclui-se que o MTB CC enquanto modalidade competitiva apresenta uma grande variação de intensidade (avaliada através da potência), sendo esta atribuída principalmente ao tipo de terreno (irregular e com muitas aclives e declives acentuados) em que as provas de MTB CC acontecem.