993 resultados para Board games


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Nota sobre la Octava Reunion Anual de la Junta de Gobernadores del Banco de Desarrollo del Caribe, en la que el enfasis estuvo principalmente en el proceso de integracion.

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Nota sobre la Cuarta Reunion Anual de la Junta de Gobernadores de la CIC (Caribbean Investment Corporation). En ella se analizan los antecedentes de la CIC, las conclusiones de la reunion anterior, y algunos pormenores de la presente reunion.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Este empreendimento de pesquisa desenvolve uma análise acerca de cultura e conhecimento, duas categorias basilares no campo dos Estudos Culturais, no intuito de investigar como estas são concebidas nos textos publicados no GT de Currículo (GT-12) da Associação Nacional de Pós-Graduação (ANPEd), no período de 2000 a 2006. De modo adjacente, analiso as ênfases temáticas identificadas no conjunto dos textos e as conjugações temáticas e metodológicas realizadas pelos seus autores, de modo a obter um quadro analítico integral das categorias cultura e conhecimento tal como são abordadas. Como procedimentos metodológicos, constam o estudo teórico de Raymond Williams, Stuart Hall e Tomaz Tadeu da Silva, autores de referência internacional e nacional do campo dos Estudos Culturais, e a análise de dezesseis (16) textos, entre pôsteres e trabalhos completos, retirados do site da ANPEd www.anped.org.br no GT de Currículo, inseridos na perspectiva teórica dos Estudos Culturais. A partir das análises desenvolvidas, é possível afirmar que cultura e conhecimento são concebidos nestes textos como práticas de significação. Cultura não é mera transmissão de tradições, valores, costumes e saberes de uma geração à outra, antes, a cultura é da ordem dos sentidos e significados, isto é, refere-se a maneiras de interpretar e conceber o mundo e constrói-se a partir das relações que homens e mulheres estabelecem entre si. Do mesmo modo, o conhecimento também é construído, produzido pela cultura, pelos sujeitos que fazem cultura. Não é neutro, nem estático, porque o processo no qual é criado está permeado por interesses particulares, disputas, questões de poder. Em geral, cultura e conhecimento são analisados em textos que discutem os currículos culturais, em especial a mídia, em suas mais diversas modalidades computador, jogos eletrônicos, programas de TV e revistas. As conjugações teóricas mais recorrentes envolvem autores tais como Tomaz Tadeu da Silva, teórico mais acionado, Michael Foucault, Homi Bhabha, Stuart Hall e Jean-Claude Forquim, Gimeno Sacristán e Henry Giroux. As conjugações metodológicas mais utilizadas são as análises do discurso e análises documentais. Refletindo sobre as análises que os textos desenvolvem sobre o currículo, percebo dois grandes eixos de compreensão. Um no qual o currículo é concebido como teoria/prática cultural, capaz de produzir sujeitos e subjetividades e outro no qual há diferenciação entre currículo teórico ou oficial e currículo real; neste eixo, o currículo é concebido como um documento oficial apartado das experiências cotidianas dos alunos. Observo, deste modo, duas vertentes teóricas acentuarem-se dentro de um mesmo campo de pesquisa, a crítica e a pós-estruturalista, que convergem em alguns aspectos e divergem em outros, mas no que concerne às categorias cultura e conhecimento, parece haver um consenso no que se refere às relações intrínsecas destas com os processos de significação, produção de identidades, subjetividades e de afirmação e produção de diferenças.

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Pós-graduação em Letras - IBILCE

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This paper presents an assessment of an educational game for teaching the efficient use of electricity. Developed with Adobe Flash (R), it is a virtual board game where participants choose a car that starts the path and reaches the same final goal, going through a number of track steps defined in terms of a dice that each player rolls in turn. The car moves if the participant is able to correctly answer a question that is randomly generated by the software. The objective of the game is to answer questions related to energy efficiency promoting a healthy and attractive learning process for participants on concepts related to energy efficiency such as: the rational use of energy, the basic concepts of forms of energy generation, among others. The main objective of this paper is to assess the impact of the application of this virtual game in the teaching and learning process of high school students. Therefore, the game was applied in the discipline of physics in a class of junior high public school in the state of Sao Paulo. Initially, the class that had 43 students was divided into 10 groups of 4 students, and 1 group of 3 students. Each student group competed with one another. The idea was that each of them should indicate a student who was the representative of this group until only 4 group leaders were selected for the finals. At this stage, each student could interact with a group of up to ten students that acted as advisers. The adopted assessment process is based on the model proposed by Savi [7]. Then, at the end of the game, the students answered a prepared questionnaire based on the model proposed by Savi. According to Savi, although there are significant studies that show the importance of educational games for the process of cognitive development and learning concepts of students, there are few papers that present forms of assessing the potential of these resources. Thus, the assessment criteria proposed by Savi are based on the model of training evaluation by Kirkpatrick [3], taken as a reference to measure the efficiency of processes of continuing education courses for professionals. The authors assert that the metric of the evaluation proposed to assess the game is based on the first level of the model proposed by Kirkpatrick.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.

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This Final Course Work’s main subject comes from a study made on my previous Final Course Work titled “Artemídia Preferente: Fenômeno ‘Jogar&Ler’ nas Histórias em Quadrinhos Interativas (HQI) com os games do RPG”, and it is fed by the shortage of Electronical Comic publications, classes, courses and activities that could suit for educational purposes and experiences for a capable kind of audience to learn it and do it. Specific issues about Electronic Comic will be presented, based on Célestin Freinet’s Pedagogy, on some books about Methodology and on the Brazilian Curriculum Guidelines required for graduation. After that, a Lesson Plan will be developed for a 14 year-old-or-older kind of audience where they will be capable of making their own Electronic Comic, being it educational-themed or not. This study also cares about the participants’ influences on their lives to be completed. Furthermore, this work is inserted in the line of the research “Artistic Processes and Procedures” of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group “Media Arts and Videoclip” leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Art’s Library; hardcover version for physical collection at the Institute of Art’s Library; the printed version for the board of examiners, and an appropriated template version for submission to the International Scientific Congress in the area of Arts.

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The games are a worldwide fever, since 80's is becoming more popular and featured in the media, in the culture and economy. The sector fits in creative economy, a sector of economy that is growing gaining prominence for being a driver for economic, cultural and environmental development. The producing process, competition and logic of cultural games industry differ from traditional economy. The article seeks to show what is necessary to the game industry be able to establish and remain on the market, and what is the obstacles that this industry will face in Brazil, a potential creative economy country

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The goal of our article is build – including universes to support empirical research in communication – an educational matrix for a different order of analysis, incorporating new possibilities available for the advancement of Information and Communication Technologies (ICTs). For this goal we use the game, as a source of playful learning and formation of being. Introducing the interaction from game plataform as middle convergent, where it is possible the diffusion and expansion of knowled in constant way that enables education and information exchanges oustide the status quo of schools, increasing the e effectiveness of knowledge fixing and interest to acquire it.

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Creative spaces need freedom. Any productions, especially with artistic content, need space to mistakes, that is, for an attempt away from the standard. The independent production environment is recognized in different artistic sectors as a space for innovation, to be free of the serial production logic. The major innovations in the international scenario of games came from the independent productions. Great classics revolutionized the aesthetics and functionality of this new media. This project aims to analyze the productive chains of Brazilian independent games, starting with a regional analysis. The goal is to observe the factors responsible for the innovation that these games can offer, the management aspects of creative processes, articulation of innovative agents and resources mobilized. Brazil currently has the fourth largest gaming market in the world with expectation of strong growth for years to come, but arises in the international market as a consumer. Given this regional demand is necessary to study the tools of production, even to help fill that need. Not only the production of games should be thought, the media coverage is also another important factor, in view of the economic importance of this segment. Understanding the mechanisms of innovation in the gaming universe, its impact on the formation of public and coverage of specialized journalism in this new media are possible outcomes of future studies and research that scientific research can contribute