977 resultados para role playing


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Este trabalho mostra a relação entre psicodrama e linguagem. A oposição posta por Moreno entre a ação e a fala não pareceu convincente. Em todo o seu trabalho, encontramos referências à ação que podem ser compreendidas sob o título mais geral de linguagem. Partimos da retrospectiva histórica do psicodrama, suas conexões com o teatro, as modificações, ligações com outras teorias. A teoria dos papéis é da maior importância. O papel é a linguagem em ação. Com o relato de uma experiência pública de trabalho psicodramático, pretendemos mostrar a possibilidade de lidar com vários referenciais teóricos já que podem ser vinculados pelas diferentes funções da linguagem. Na própria prática do psicodrama estamos lidando mesmo é com linguagem, e a relação entre o significado e sua expressão.

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Práticas em gestão de projetos (GP), apesar de amplamente difundidas, utilizadas e pesquisadas, não garantem o desempenho (sucesso) do projeto em suas entregas em tempo e custos conforme planejamento. Observa-se que, apesar do uso extensivo de práticas de GP, falhas em relação ao atendimento do cronograma e orçamento são amplamente relatadas. Portanto, este trabalho tem como objetivo principal analisar a influência das práticas de gestão de projetos e do objetivo de desempenho no Comportamento de Cidadania Organizacional (OCB) da equipe de projetos. As dimensões que compuseram o OCB foram: Ajuda, Iniciativa e Compliance. Para testar a relação entre os fatores de práticas de GP (incipientes ou avançados) e objetivo de desempenho (normal ou desafiador) no comportamento da equipe foi utilizada a metodologia do experimento baseado em cenários (SBRP experiment). A amostra contou com 216 alunos de graduação e pós-graduação em administração. O estudo mostrou que a utilização de práticas em gestão de projetos não influenciou o Comportamento de Cidadania Organizacional da equipe de projetos. Entretanto, o objetivo de desempenho nas dimensões de tempo e custos influenciou o Comportamento Cidadão da equipe de projetos. Além desses resultados, a pesquisa mostrou que características pessoais, como experiência em liderar projetos, influenciou a propensão em aumento do comportamento cidadão mediante uma remuneração adicional. Como contribuição adicional este estudo mostra que existem diferenças de resultados nos diferentes grupos de respondentes (alunos de graduação e pós-graduação em administração), conforme encontrado em outros estudos. A utilização do experimento também foi um diferencial metodológico, em virtude de sua ainda baixa utilização em gestão de operações. Finalmente, este estudo também identificou as principais práticas utilizadas na gestão de projetos.

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In a highly dynamic society such as we live, have access to the virtual world is an increasingly common practice, is aiming to study, work or to search leisure through chat rooms, sites and games, being incorporated by the most varied groups that end up appropriating these new possibilities of interaction, shaping them in order to adapt them to their needs / wants. The specific purposes pursued through the use of tools available over the Internet can vary considerably when one takes into account specific user groups, which makes the topic quite relevant to problematization, especially when we take into account access through lan houses. This research seeks to study the networks of knowledge, sociability and leisure formed by young people who frequented the "Lan house do Paulo" in São Gonçalo do Amarante - RN based on the use of the online role-playing-game World of Warcraft, which makes possible the interaction of several users through an avatar resident in a virtual world, theoretically questioning the importance of this type of platform for the development and maintenance of social interactions among its users

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Many discussions about the role of the school are on the agenda, in an increasingly complex society. Sociologists, educators, anthropologists, researchers of different areas seek that role. The objective of this dissertation is to contribute what we can consider the central role for the physics teaching, citizenship training. We have elaborated a didactic proposal to increase the interest of high school students on issues of social relevance and, throughout it, to promote the formation of attitudes of social responsibility, enhancing the formation of a more politically and socially active citizen. For the preparation of the proposal, studies were made on education for citizenship and on attitudes change, using as its main theoretical foundation the researches on the Science, Technology and Society curricular emphasis. The teaching of Nuclear Physics was integrated to our proposal, due to its pedagogical potential for the discussion of social, political and economic subjects related to scientific concepts and associated technologies. The educational proposal we have produced was applied on a high school class of a private school at Natal-RN. It was composed from the controversial issue involving the installation of nuclear power plants in Brazilian northeast. The methodology of role playing, in which students assumed social roles and produced specific subsidies for a public hearing and a later referendum, both simulated. In the analysis of the implementation of the proposal, we highlighted the difficulties but also the possibilities and the relevance of exercising skills such as reasoning, finding information, and arguing about of social problems. The results of the research showed the possibility of meaningful learning on Nuclear Physics contents, through this social, political, economic, scientific and technological contextualization using a controversial and real issue together with mechanisms that trigger for greater popular participation, as public hearing. It has also been identified changes in attitude by some students about issues related to Nuclear Physics. We hope, through this dissertation, to contribute to the formation of future citizens as well as to the initiative of teachers-researchers with pedagogical aims similar to those in the present work

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Massively Multiplayer Online Role-Playing Games (MMORPGs) are role-playing games that, through the Internet, can integrate thousands of players interacting at the same time in at least one virtual world. This way, these games can provide, further than fun, a greater familiarity with the additional language and opportunity to improve the linguistic proficiency in a real context. Hence, what is proposed in this study is extended knowledge about the learning of an additional language mediated by MMORPGs for teachers to know how, if relevant, to present, use or encourage this practice to their students. Based on this major purpose, we seek to answer the following research questions: (a) what distinguishes the learning profile of the gamers and non-gamers; (b) if MMORPGs can, through a hybrid and systematic approach, assist the development of proficiency of the additional language and (c) what the think-aloud protocols show about the learning mediated by the MMORPG Allods Online. Following an experimental method (NUNAN, 1997), 16 students of the curricular component Reading and Writing Practices in English Language have comprised the control group and 17 students of the same class formed the experimental group and were submitted to a pre and post-test adapted from the Key English Test (KET) by the Cambridge University (2008). The tests were conducted before and after a period of 5 weeks of 3 hours of practice with Allods Online a week (experimental group), and classes of the curricular component (both groups). A quantitative analysis of the questionnaires about the exposure to English profiles of the participants, a quantitative analysis of the tests scores and a qualitative analysis of the thinkaloud protocols collected during the experiment were conducted based on the theories of (a) motivation (GARDNER, 1985, WILLIAMS & BURDEN, 1997, BROWN, 2007, HERCULANO-HOUZEL, 2005); (b) active learning (GASS, 1997, GEE, 2008, MATTAR, 2010); (c) interaction and collaborative learning (KRASHEN, 1991, GASS, 1997, VYGOTSKY, 1978); (d) situated learning (DAMASIO, 1994; 1999; 2003, BROWN, 2007, GEE, 2003) and (e), tangential learning (PORTNOW, 2008; MATTAR, 2010). The results indicate that the participants of the experimental group (gamers) seem to be more engaged in tangential English learning activities, such as playing games, listening to music in English, communicating with foreigners and reading in English. We also deduced that the period of experiment possibly generated positive results on the gamers proficiency scores, mainly in the parts related to orthographic development, reading and comprehension, writing with focus on content and orthographic accuracy. Lastly, the think-aloud protocols presented evidences that the gamers have engaged in active English language learning, they have interacted in English with other players, and learned linguistic aspects through the experience with the MMORPG Allods Online

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There are few published papers about group psychotherapy for patients with obsessive-compulsive disorder (OCD), and usually restricted psychoeducational, support or cognitive-behavioral approaches. This article describes the experience of group psychotherapy for OCD patients started in 1996 in Botucatu Medical School - Unesp, São Paulo, Brazil. The two-hour sessions occur once a month, with 6 to 10 female patients, and are based on psychodramatic techniques. Psychotropic prescriptions are given after the sessions. In the beginning, aggressive obsessions were more prominent and were reported with much anguish and shame. Gradually, the themes changed from OCD specific issues (symptoms, pharmacological treatment, outcome, need of exposure and response prevention) to deeper and more personal psychodynamic aspects. The psychodramatic approach (techniques of double, mirror, role inversion, search for prymary scenes) has mostly shown: difficulty in accepting their own human mistakes or negative emotions due to excessive personal demands. This seems to generate guilt, low self-esteem, idealization of others, difficulty in enjoying pleasant situations, fear of taking responsibilities and of losing control (madness/aggressiveness). The group has been considered very important by the patients, since sharing experiences helps to diminish feelings of isolation, shame and guilt, stimulates the exposure to feared situations and enhances self-esteem. The fact that all participants have the same disorder favors group cohesion and provides relief, as they see in the others some of their afflictions and are able to share similar feelings and experiences. Many times the burden of the symptoms are dealt with humor. The confidence in such therapeutic setting is helping the identification and resolution of personal conflicts and contributing to the adherence to pharmacological treatment. The group also provides valuable training experiences for resident physicians in psychiatry.

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O trabalho investiga as práticas discursivas de docentes da escola básica e do ensino superior que exercem a prática docente e a prática de mestre de RPG, jogo/atividade de narração de histórias de forma oral e coletiva onde os sujeitos são, ao mesmo tempo, autores e personagens das tramas. A investigação é mobilizada pelas seguintes questões propulsoras: A) Quais práticas discursivas são produzidas por esses sujeitos sobre a docência e ao mestrar RPG? B) Quais as aproximações e refratações entre essas práticas discursivas? De que modos essas práticas participam de processos de subjetivação desses sujeitos, isto é de sua constituição enquanto docentes e mestres de RPG? O estudo desenvolve-se a partir da abordagem pós-estruturalista optando metodologicamente pela análise foucaultiana do discurso das narrativas docentes. O texto apresenta a investigação de produção de narrativas como metodologia, as discussões teóricas sobre subjetivação de Foucault e sobre pós-estruturalismo, as características do jogo e os discursos dos sujeitos acompanhados de análise. Os resultados da investigação apontam para a constituição dos sujeitos e diversas aproximações nas práticas e profundas refratações.

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Pós-graduação em Psicologia - FCLAS

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This paper is intended to perform an analysis of the news published by the Website Ouropreto.com.br and the portals and Uai e Terra in news about the murder of the student Aline Silveira Soares and about its judgment. According with the news, the student's body was found in the cemetery of the church Nossa Senhora das Mercês e Misericórdia on 14th October 2001 in the city of Ouro Preto in Minas Gerais. The police and the media reverberated the hypothesis that Aline would had been killed during a Satanic ritual related to the RPG game(Role Playing Game) which is a game where players assume characters within a story. Our proposal is to analyze the coverage of vehicles of different ranges (local, regional and national) and evaluate how the case was shown focusing on its supposed relationship with the RPG game

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This work has the aim of evince compositional tools used in the development of musical scores for role-playing videogames through the analysis of Yasunori Mitsuda’s music for Chrono Cross (1999). This research is divided in two main parts: the first traces a historic path of the RPG genre on videogame consoles, since its birth as a tabletop game in the decade of 1970 until its consolidation on 3D game machines released in the 1990’s. The focus of this historical study concentrates on the aesthetics of this kind of game and on the multiple relations it settles with sound throughout the years. The second part is an analytical work on an assortment of pieces by Mitsuda for the aforementioned game, bringing up the most interesting aspects of the connections established between these compositions and the whole game.

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Pós-graduação em Enfermagem - FMB

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Die Arbeit untersucht das seuchenartige Auftreten von Besessenheitsfällen in Annaberg (Erzgebirge) in den Jahren 1713-1720, die Auslöser der letzten Hexenprozesse in Kursachsen waren. Zeitgenössische Beobachter stritten intensiv, ob diese sogenannte „Annaberger Krankheit“ durch Zauberei verursacht oder eine psychosomatisch bedingte Massenerkrankung war. In Abkehr von dem Vorurteil, alle Betroffenen einer solchen Massenhysterie litten an derselben Erkrankung, werden diverse Krankengeschichten rekonstruiert. Indem sich dabei Elemente von Rollenspielen (Kinderhexen, Hysterie) und Betrug (Almosenerschleichung, Denunziationen, politisch motivierte Inszenierungen) finden, zeigt sich die wundersame „Krankheit“ als nicht pathologischer sondern sozialer Vorgang. rnAm dessen Beginn stand die Geburt der Interpretation, es gäbe eine außergewöhnliche Krankheit in der Stadt, wozu akzidentielle Ereignisse mehr beitrugen als auffällige Krankheitsfälle. Gerüchtbildung und politische Instrumentalisierung bildeten den Rahmen für den Einstieg von Nachahmern, die das fiktive Krankheitsbild in die Realität eines demonstrativen Schauspiel umsetzten. Dieser Mechanismus eines selbsterfüllenden Menetekels wird vor dem Hintergrund seiner kulturellen, sozialen, ökonomischen und historischen Bedingungen detailliert rekonstruiert.

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BACKGROUND: The International Breast Cancer Study Group conducted a phase III trial in Australian/New Zealand (ANZ) and Swiss/German/Austrian (SGA) centres on training doctors in clear and ethical information delivery about treatment options and strategies to encourage shared decision making. METHODS: Medical, surgical, gynaecological and radiation oncologists, and their patients for whom adjuvant breast cancer therapy was indicated, were eligible. Doctors were randomised to participate in a workshop with standardised teaching material and role playing. Patients were recruited in the experimental and control groups before and after the workshop. RESULTS: In ANZ centres, 21 eligible doctors recruited a total of 304 assessable patients. In SGA centres, 41 doctors recruited 390 patients. The training was well accepted. There was no overall effect on patient decisional conflict (primary endpoint) 2 weeks after the consultation. Overall, patients were satisfied with their treatment decision, their consultation and their doctors' consultation skills. Considerable variation was observed in patient outcomes between SGA and ANZ centres; the effect sizes of the intervention were marginal (<0.2). CONCLUSIONS: Shared decision making remains a challenge. A sustained training effect may require more intensive training tailored to the local setting. Cross-cultural differences need attention in conducting trials on communication interventions.

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The purpose of this study was to design, implement and evaluate the effectiveness of a date rape prevention program among new students at Rice University. Six-hundred and fifteen new students were randomly assigned to one of eight residential colleges or dormitories. The distribution of students to each of the dormitories was carried out in accordance with a stratified random sampling procedure. The study population was divided into strata based on ethnicity, gender, geographical region, and academic major. The number of students randomly assigned to each of the eight dormitories was approximately 75. After this procedure was completed, each of the colleges was randomly selected to either the intervention or control group. A randomized pretest and posttest control group design was used to assess changes in attitudes, self-efficacy, and behavior with regard to date rape. All participants were given an anonymous pretest and posttest measuring attitudes, self-efficacy, and behavior immediately prior to and following the intervention. The intervention group attended the play Scruples, designed to promote date rape prevention, after which they were immediately posttested. After this initial posttest the intervention group also participated in an interactive group role-playing activity led by trained peer instructors. The control group was pretested and subject to the placebo intervention of a multiculturalism play and was posttested immediately afterwards. Later in the week this group saw the Scruples play only. Both control and intervention groups were sent a two month follow-up survey questionnaire, to measure any changes in attitudes, self-efficacy, and behavior over time. As hypothesized students who saw the play Scruples showed a change in attitudes immediately posttest but no difference in self-efficacy or behavior. The two month follow-up survey showed no change in attitudes, self-efficacy, or behavior. There was a difference at pretest in males and females attitudes, with males showing significantly more rape tolerant attitudes than females. Thus, the proposed research findings will provide a better understanding of the attitudes that perpetuate date rape, and will inform strategies for prevention programs. ^