945 resultados para jogos


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The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with games

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

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This present study aimed to examine the use of games with rules in working with math education in regular classes included in Elementary School, in the municipal education schools of Natal/RN, observing the learning process and development of all students, especially those with disabilities. The theoretical references used are based on Vygotsky's works and other authors from the historical-cultural perspective, as well as researchers in the field of Inclusive Education and Mathematics Education. The investigation was based on the qualitative research guidelines, with the application of semi-structured interviews with educational coordinators and teachers from the schools involved as well as classroom observations, looking for, in the speeches of those involved and in their teaching practices, elements to reflect on the Mathematics Inclusive Education, the use of games with rules -starting from its goals, the participation of disabled students, the pedagogical mediations, up to its accessibility - and from the learning of disabled students. The analysis results showed that the concepts underlying the development of inclusive teaching practices still refer to the clinical-medical paradigm, understanding the student with disabilities from their deficiencies; which teachers use, in their majority, the mathematical games with rules in their classes, but which the teaching mediation, during these activities, still needs to be qualified so that they can, effectively, contribute to the learning and development of all students; students with disabilities do not always participate in games with others colleagues; games with rules are rarely accessible; and that the Universal Design principles are not adopted in the selected classrooms for this study. Thus, it is clear that much remains to be done so that Mathematics Education can contribute to the learning and development of all students, and among those actions the teacher continuing education is recommended

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Este artigo tem como objetivo registrar e analisar as condições de infraestrutura dos treinamentos de ginastas brasileiras participantes de Jogos Olímpicos (1980-2004), na busca de reflexões para a modalidade de Ginástica Artística Feminina. Para tal, foi desenvolvida uma pesquisa qualitativa, que se utilizou do método de História Oral. A partir de uma análise cruzada dos depoimentos das dez ginastas colaboradoras desta pesquisa foi possível perceber que houve um aperfeiçoamento nas condições de infraestrutura a partir do início da década de 90. Este aperfeiçoamento é novamente impulsionado no final da década de 90, com a contratação de técnicos ucranianos, o estabelecimento de uma seleção brasileira permanente e investimentos nas condições de infraestrutura de equipamentos e ginásio. Porém mesmo com a transformação positiva da modalidade nos últimos anos, todas as ginastas do estudo relataram ter passado, em algum momento, por condições não adequadas de treinamento relativas às condições de infraestrutura.

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The study deals with the pedagogical possibilities of text books as a resource for Physical Education (PE) classes based on sports, specifically team sports. It started from a bibliographical review on the cited terms and after that we advanced our studies in order to propose a didactic text book on Team Sports for PE classes considering two benchmarks: one technical-tactic and the other social-educational. In order to do so, we used methods from linguistics, and the development of a Didactic Sequence allowed the selection and distribution of the contents to be presented in the book in an orderly and judicious way. The focus in Team Sports is justified by its social-cultural insertion and by the need to transform recent studies into new pedagogical procedures for practicing them. The didactic text book, as well as the adequate preparation of the professionals who will use it, is pointed out as facilitator in the process of teaching, experiencing and learning team sports.

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Este artigo analisa um processo reflexivo vivido ao longo de uma trajetória de desenvolvimento de jogos, sobre questões de Física, que foram criados por iniciativa de uma professora (MCF), em diferentes realidades do ensino médio. Duas fases foram identificadas: a primeira representou uma busca para tornar o ensino de física prazeroso; a segunda, sob influência da perspectiva teórica de Paul Black, materializou-se em resposta a uma indagação, feita pela professora, sobre quais elementos da avaliação formativa poderiam ser trabalhados no jogo. A análise também revelou que as influências interpessoais e teóricas vivenciadas pela professora, na segunda fase, foram determinantes para que, ao final da trajetória, ela pudesse reconhecer-se como uma professora reflexiva.

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The author first describes the role of playing games and toys on physical, intellectual, emotional and social development of children. He further discusses how they should be selected in relation to the various stages of child growth.

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Results from Brazilian female Artistic Gymnastics improved over the past 10 years at an international level of competition. This study aimed at describing career development process in sports through a qualitative research resorting to the Oral History method. Ten Brazilian gymnast players in Olympic Games from 1980 to 2004 participated in the study. The information they provided allowed for the identification of specific variables present in their long term preparation: structure and organization of their practice, duration of the preliminary preparation phases, volume of daily practice in different phases of training, and length of time for the achievement of better results. © FTCD/CIDESD.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Ciências Sociais - FFC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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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 - FCT