942 resultados para Jogos - Analogia


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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

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In this work we used chemometric tools to classify and quantify the protein content in samples of milk powder. We applied the NIR diffuse reflectance spectroscopy combined with multivariate techniques. First, we carried out an exploratory method of samples by principal component analysis (PCA), then the classification of independent modeling of class analogy (SIMCA). Thus it became possible to classify the samples that were grouped by similarities in their composition. Finally, the techniques of partial least squares regression (PLS) and principal components regression (PCR) allowed the quantification of protein content in samples of milk powder, compared with the Kjeldahl reference method. A total of 53 samples of milk powder sold in the metropolitan areas of Natal, Salvador and Rio de Janeiro were acquired for analysis, in which after pre-treatment data, there were four models, which were employed for classification and quantification of samples. The methods employed after being assessed and validated showed good performance, good accuracy and reliability of the results, showing that the NIR technique can be a non invasive technique, since it produces no waste and saves time in analyzing the samples

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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

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Aiming to consumer s safety the presence of pathogenic contaminants in foods must be monitored because they are responsible for foodborne outbreaks that depending on the level of contamination can ultimately cause the death of those who consume them. In industry is necessary that this identification be fast and profitable. This study shows the utility and application of near-infrared (NIR) transflectance spectroscopy as an alternative method for the identification and classification of Escherichia coli and Salmonella Enteritidis in commercial fruit pulp (pineapple). Principal Component Analysis (PCA), Independent Modeling of Class Analogy (SIMCA) and Discriminant Analysis Partial Least Squares (PLS-DA) were used in the analysis. It was not possible to obtain total separation between samples using PCA and SIMCA. The PLS-DA showed good performance in prediction capacity reaching 87.5% for E. coli and 88.3% for S. Enteritides, respectively. The best models were obtained for the PLS-DA with second derivative spectra treated with a sensitivity and specificity of 0.87 and 0.83, respectively. These results suggest that the NIR spectroscopy and PLS-DA can be used to discriminate and detect bacteria in the fruit pulp

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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O problema de fundo da especulação eckhartiana é a verdade do ser uno enquanto Deus e divino ligada à questão do seu conhecimento. Operando uma síntese da tradição neoplatônico-agostiniana e do pensamento do Pseudo-Dionísio Areopagita, o mestre dominicano funda os alicerces da sua teologia unitiva na teoria do ser.

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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]

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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

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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

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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

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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

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

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Compreendemos o esporte como um dos fenômenos mais expressivos no âmbito da cultura de movimento. Dessa forma, descrevemos uma experiência pedagógica, tendo o esporte como conteúdo e a concepção de aulas abertas como norteadora didático-pedagógica. A experiência realizou-se em uma escola privada, da cidade de Natal, com uma turma do 5º ano, a partir de temas geradores. Com a duração de seis aulas, ocorreu durante o 3º bimestre do ano letivo de 2008, tendo como fechamento da unidade a explanação temática das pesquisas dos alunos na Feira de Ciências da escola. A partir dessa experiência, foi possível observar a realização de um trabalho com a turma que contemplasse o conteúdo esporte numa perspectiva interdisciplinar, abrangendo a Educação Física e os demais componentes curriculares, com a participação maciça dos alunos e suas opiniões na construção das aulas

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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

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A pitiose é causada por microorganismo aquático, fungo-símile, o Pythium insidiosum, patógeno de homens e animais. Observou-se um paciente com úlcera fagedênica no membro inferior, com exame anatomopatológico sugestivo de zigomicose, pouco sensível à terapêutica antifúngica, obtendo-se cura por meio de ampla exérese. A comprovação etiológica resultou de métodos moleculares, com amplificação e seqüenciamento de DNA de organismo isolado em ágar Sabouraud, observando-se 100% de analogia com seqüências de P. insidiosum depositadas no GenBank.