940 resultados para Jogos eletronicos


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O presente estudo teve como objetivo identificar e classificar os recursos pedagógicos mais utilizados pelos professores da Educação Infantil de uma cidade do interior do estado de São Paulo. O instrumento utilizado para coleta de dados foi um questionário aplicado para 145 professores que ministravam aula no Ensino Infantil de uma cidade do interior do estado de São Paulo. Os resultados mostraram que os professores de educação infantil utilizavam com maior frequência, nas salas de aula, os jogos de acoplagem e na escola, os jogos de exercícios. Portanto, é imprescindível o conhecimento pelos professores no que se refere à classificação dos brinquedos e jogos, uma vez que cada um possibilita o desenvolvimento de habilidades diferenciadas.

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The objective was to verify the changes of relative theoretical knowledge to the tobacco, evaluatedat two moments (pre and post-tests) considering two educative interventions: expositive lesson and educative games. 68 pupils had been citizens, of both the sexes, three 5th grades of a public school,evaluated previously (A1) on tobacco; group 1 was submitted to a procedure of expositive education,the 2 educative games in the 2 e, the 3 to no intervention. After one week they had been reevaluated(A2). For the moments the test of Wilcoxon was applied and between the groups Kruskal Wallis. As results noticed that, at the moments, it had significant differences between 2 groups 1 and e,between the groups, in the after-test, the submitted one to the educative games presented performance with statistical significant result better. This research concluded that the educational game increased in the students’ knowledge about smoking.

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Within the Wittgensteinian approach, the ideal of exactness, disconnected from concrete situations of language use, does not make any sense. Such an approach takes into account every and any kind of intersubjective communication, inasmuch as it is based on a previous agreement concerning the use of language and the interpretation of the world linked to it. This paper, throughout its three parts, seeks to understand this agreement, and evaluates whether or not philosophy plays a role in relation to it. To start with, the obstacles to such an agreement will be considered, namely, solipsism and private, subjective language. In the following stage, the intention is to indicate that the rupture from the subjectivist conception of language allows Wittgenstein to visualize another subject, the one incorporated by the community. From then on, the question is to verify whether reflectivity is possible in the ambit of a linguistic community or not, since the objectivity of concepts is not sought within knowledge, but within forms of life. In the third and last part, we will point to the language game metaphor correlative to the meaning emerging from the flow of life, of thought, and of culture and see how philosophy can represent a significant activity in the search for understanding that flow.

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This paper brings notes regarding Wittgenstein’s philosophy of language and its presence in habermasian philosophy by means of the basic concept language game. The approach of language of the second Wittgenstein reaches a rather culturalist abstraction, which, however, disclaims him of the pretension of being a theoretical of language, but in Habermas, this approach is put with an intention: the systematization of the universal pragmatics, which he presents as a theory of language games.

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In this paper we present ongoing research in which we approach the regulatory role of language in role play in children aged six and seven. In research, we seek an understanding of the relationship between language, ownership and complexity of the children's game. The hypothesis guiding the research is that the dialogical relations between children and adults and among children, while playing, contribute to children's learning game. Procedures are being used interpretive ethnographic research that focuses on the human meaning of social relations, waged by the subjects in a particular historical context and its elucidation and exposition by one researcher. This approach allows closer studies of Vygotsky and Bakhtin scholars of language that emphasize the regulatory role of language in human relationships and value the dialogic exchange between researcher and researched; active subjects of the research process. The data were produced by means of observation and interview, in a field diary records, photographs and audio recordings. They are being screened in thematic groups and analyzed using interpretative narration. The participants were two teachers and two classes of the first year of an Elementary school (EMEF) School of Municipal Elementary School Crane, State of Sao Paulo, totaling 45 subjects. Bearing in mind the above assumptions, are presented and analyzed data that allow to anticipate some results.

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Data presented here is the result of an extension project developed by UNESP which aims to support children who complain about learning disabilities. These students with reading and writing problems were part on intervention sessions, individually and/or in small groups, in which different games and non-usual activities were implemented. These intervention sessions seek an improvement in the non-learning situation and, above all, a change in the relationship that the children have established with these school subjects. So far, the main results indicate a development in the mentioned areas and a significant improvement in the entire student learning condition, which were verified during the intervention sessions and by the teachers’ and parents’ reports, as well. We also present here reflections on the process of assessment and intervention and about the way these subjects are dealt at school, and the meaning of not learning how to read and how to write for a child.

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BACKGROUND: Previous studies suggested that some interactive video games induce cardiovascular responses. However, some different styles of video games have not been investigated. OBJECTIVE: We aimed to evaluate cardiovascular responses induced by video game boxing performance in healthy women. METHOD: We evaluated ten female sedentary volunteers, aged 20.9 ± 1.4 years, weight 58.7 ± 8.0 kg, height 163.2 ± 5.4cm. All subjects were weighed and measured. Their heart rate, blood pressure and lactate levels were recorded before and after video game performance. The volunteers played a Sony video game (Nintendo® Wii) by using the boxing method, in which all volunteers played for 10 minutes without interruption. At the end of the game the volunteers were reassessed using the same parameters mentioned above. RESULTS: At the end of the video game boxing performance we observed highly significant increases of lactate production (p < 0.0035) and the double product (heart rate vs. systolic blood pressure) was also higher (p < 0.0001). Both parameters indicate that the performance increased demands of the cardiovascular system. CONCLUSION: We conclude that a ten-minute video game boxing performance induces cardiovascular responses similar to aerobic exercise. This may be a practical form of exercise, but care should be exercised concerning subjects with cardiovascular disorders.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Pós-graduação em Educação Escolar - FCLAR

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Pós-graduação em Psicologia - FCLAS

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In Brazil, the football is more than just a sport, it's a passion and part of country's DNA almost a century ago. By this prerogative the club national championship, nowadays known as Brazilian Championship and organized by Brazilian Football Confederation, it is a mark in this modality. During the soccer history, were made several changes of nomenclature, rules and dispute mode, that generated many controversies, contributing for discussing about credibility of the championship. There were many changes about dispute mode, alternating the mixed mode (eliminatory + classificatory and vice versa) and a dispute mode based on classification. This research aimed to described and to analyzed the changes that have occurred in dispute types of the Brazilian Championship, series A, in the last 15 years (1995 to 2010). It was analyzed each edition, with data like average of public, matches and participants number, period that the championship was conducted, beyond the dispute mode. In the last 15 years, have been used five different types and it was observed that the current mode to consecutive points is the most appropriate, because this mode showed the best public average, greater coherence to elect the competition champion and this mode also encouraged the clubs about planning, organization and professional management. This issues contributed to a significant improvement in quality of Championship

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This study presents an analysis of International Tourism, one of the most growing economic activities in the world. To realize promotion in this area, countries use diverse strategies, among them the touristic marketing. It consists on an instrument used to attract foreign tourists and build the image of the country as a touristic destination, transforming it into a global emergent leader. Due to the big sports events which will happen in Brazil, the World Cup and the Olympic Games, respectively, it is expected a growth on touristic activities. This is an opportunity to promote the country and build its image, the reason why the Federal Government made Plano Aquarela 2020, formed by a strategic plan which aims the international promotion of the country through a marketing program focused on the international tourist. What this image is and how to promote it are issues that the public relations professionals are capable to solve, with their abilities to develop instruments and their important actions to build a good touristic destination image of the country. This study aims to analyze the collaboration of public relations to improve the country's image from the actions developed by Plano Aquarela 2020. For this, a literature search was performed to expose the concepts of communication involved, the analysis of the plan and their actions, use the interview as an exploratory study to clarify information and stimulate new ideas

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This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. 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 Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.

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O presente estudo teve com objetivo analisar alguns fatores externos que podem interferir durante uma partida de basquetebol e tentar desvendar quais destes são encarados pelos jogadores como os que têm a maior influência durante o jogo. Buscamos através de um questionário, onde haviam oito questões, estudar a influência da torcida, dos pais, e do técnico com relação ao desempenho de jogadores de basquete da cidade de Rio Claro - SP. Foram entrevistados treze jovens do sexo masculino praticantes de basquetebol na cidade de Rio Claro - SP, na faixa etária de 15 a 17 anos, com tempo de pratica variando de um a quatro anos e treinando cinco vezes por semana. Os principais resultados obtidos foram: A maioria dos entrevistados respondeu que sofre uma influência negativa da torcida adversária; 46,15% dos entrevistados não sofrem nenhum tipo de influência devido à presença dos pais na torcida; A conduta do técnico durante os treinos e os jogos pode influenciar no resultado do jogo; 84,62% responderam que os árbitros podem ter seu desempenho diminuído com a pressão da torcida; A maioria dos entrevistados (69,24%) acha que o técnico, por estar junto da equipe durante os treinos e os jogos, tem uma influência maior no desempenho dos atletas.

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O aperfeiçoamento e evolução do handebol parte do conhecimento das variáveis que são importantes dentro de quadra para um jogador, bem como, para o time por completo. O presente trabalho tem como justificativa a observação e a constatação da necessidade de definir um conjunto de ações para a organização das variáveis relacionadas à seleção e à orientação esportiva de atletas de handebol no Brasil, visando basicamente a identificação do nível de habilidade e de desenvolvimento individual, bem como a definição de ações para melhorar a prática tanto no nível de aprendizagem quanto no nível de treinamento nas diversas etapas da prática da modalidade. Essas variáveis devem ser testadas e quantificadas através de avaliações, as quais devem ser relativamente fáceis de utiliza, garantindo a acessibilidade e funcionalidade das mesmas. Tais aspectos são imprescindíveis dado o crescente numero de atletas de handebol no país, fruto das recentes conquistas (ainda modestas, mas importantes) e exposição do esporte nos jogos pan-americanos do Rio de Janeiro em 2007. Para tanto é proposto uma série de testes, padronizada e baseada nas habilidades e características utilizadas no jogo de handebol.