997 resultados para Jogo Tradicional


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A presente dissertação analisa como o Partido Social Cristão (PSC), ao longo do tempo, se apropriou da identidade religiosa de seus atores políticos que na sua maioria são membros da Frente Parlamentar Evangélica, os quais defendem no espaço público a “família tradicional”, em detrimento da pluralidade de arranjos familiares na contemporaneidade. Para explicitar o objeto - “família tradicional” e PSC -, foi necessário retroceder no tempo e investigar na historiografia os primórdios da inserção dos evangélicos na política brasileira. Em vista disso, analisamos a participação dos evangélicos nos respectivos períodos do Brasil: Colônia, Império e República. A dificuldade da entrada de evangélicos na política partidária, dentre outros fatores, se deve àinfluência do catolicismo no Estado. Assim sendo, averiguamos em todas as Constituições (1824, 1891, 1934, 1937, 1946, 1967, 1969 e 1988) o que a mesma diz no que tange a proibição e a liberdade religiosa no país. Logo, verificamos entre as Eras Vargas e República Populista, que ocorreu com intensidade a transição do apoliticismo para o politicismo entre os evangélicos brasileiros, porém, eles não recebiam o apoio formal de suas igrejas. Em seguida, a participação dos evangélicos na arena política durante a ditadura militar foi investigada com destaque para o posicionamento de vanguarda da IECLB, através do Manifesto de Curitiba e, também com a presença de parlamentares evangélicos no Congresso Nacional. A politização pentecostal é ressaltada em nosso trabalho, através do pioneirismo de Manoel de Mello e, depois na Redemocratização quando as instituições evangélicas se organizaram para eleger seus candidatos à Assembleia Nacional Constituinte. E, com o fim do regime militar, o PSC surge como partido “nanico”, contudo, deixa o anonimato e ganha visibilidade midiática quando o pastor e deputado, Marco Feliciano, assume a presidência da Comissão de Direitos Humanos e Minorias, em 2013. Esse é o pano de fundo histórico que projetou o PSC e seus atores no pleito de 2014 com o mote “família tradicional”.

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O design de joias apresenta grandes possibilidades de inserção no mercado atual, devido à grande procura por parte do consumidor, de um acessório que seja revelador de um significado especial e que esteja em perfeita sintonia com as mais recentes tendências do mercado. O Designer de joias além das tendências, necessita conhecer em profundidade as distintas técnicas de produção, os diferentes materiais, para assim responder aos mais variados requisitos. Deve ainda revelar a sua marca pessoal, demonstrando assim a sua criatividade e o domínio dos processos exigidos para a produção de joias. A joia sendo um artefacto que utiliza como referência o corpo e que além disso, reflete o tempo em que foi concebido, é um objeto pessoal que carrega uma mensagem simbólica e emocional. Deste modo, tendo como ponto de partida a simbiose da Joalharia Tradicional Portuguesa e o Traje Popular, anterior ao séc. XX, foi nossa intenção desenvolver este estudo, visando a compreensão da simbologia e função destas duas áreas, bem como, compreender o seu papel perante a sociedade, no que diz respeito aos materiais e técnicas utilizados no período anterior ao Séc. XX comparativamente com o que se produz na nossa contemporaneidade. Ambiciona-se nesta dissertação, desenvolver um projeto ecológico na joalharia, guiado pelos princípios do eco design e pela tecnologia da prototipagem rápida. É nossa intenção demostrar que esta junção potencia a inserção de novas técnicas, como a prototipagem rápida na confeção de novos conceitos na joalharia, desta vez, idealizados para uma abordagem contemporânea

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Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction and Motor Imagery, the present work describes the development of a digital game concept aimed at motor rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a playful and engaging way. The research hypothesizes that an interactive digital game based on Motor Imagery contributes to patients' raised commitment in the stroke sequel rehabilitation process. The research process entailed the investigation of 10 subjects who live with sequels caused by stroke - it was further established that subjects were over 60 years old. Using as foundation an initial survey regarding target-users' specificities, where an investigation on subjectrelated aspects was carried out through Focus Group (n=9) and Contextual Analysis (n=3), having as subjects elderly individuals, a list with the necessary requirements for the conceptualization of a digital game was fleshed out. The initial survey also enabled the establishment of preliminary interactions for the formulation of game prototypes. At first, low-resolution prototypes were used, with two distinct interaction models for the game - one with a direct approach to the Motor Imagery concept, and another using a narrative with characters and scene settings. The goal was to verify participants' receptivity regarding the addition of playful activities into game dynamics. Prototypes were analyzed while being used by five patients, through the Cooperative Evaluation technique. The tests indicated a preference for option with elements in a playful narrative. Based on these results high fidelity prototypes were created, where concepts close to the game's final version were elaborated. The High Fidelity prototype was also evaluated with four patients through the Cooperative Evaluation technique. It was concluded that elderly individuals and patients were receptive to the idea of a digital game for the rehabilitation from sequels caused by stroke; that, for the success of devices aimed at these cohorts, their contexts, needs and expectations must be respected above all; and that user-centered design is an essential approach in that regard.

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The educational games can act as a complementary tool in the teaching and learning as play an important role in the interaction of the student with knowledge, and encourage interrelationship between students and motivate them by the pursuit of knowledge. This research is intended to analyze the evidence of the students of distance education applied to semesters 2011.2 and 2012.2 for the purpose of to catalog the mistakes presented by the students, the contents of stereochemistry that attended the Chemistry of Life discipline. From the presented mistekes, develop an educational game, "walking the stereochemistry", addressing that content. The choice of stereochemistry content was due to the low number of found work in the literature, and for being one of organic chemistry content that generates learning difficulties, as it requires a mental visualization and manipulation of molecular structures, besides require observation and comparison ability by the students. The game was applied of Life Chemistry discipline of Nova Cruz Polo in semester 2013.2, with intention to verify the viability and applicability this tool for the development of motivation ability by the pursuit of knowledge by the students, as well as complement the didactical materials of the DE. Then, It was made available on the course page an opinion questionnaire to the participants of the game, as a way of to investigate the opinion their about the proposed strategy. To diagnose the contributions of the game on student learning, it was taken a comparative analysis of stereochemistry issues contained in didactic tests applied in 2013.2 semester students participating and not participating of the polo of Nova Cruz and was also compared with the tests applied at the poles of Extremoz, Currais Novos, Lajes and Caico. So the game can be considered an important resource to complement the teaching materials of distance education, because awoke the motivation for the search of knowledge and contributes to the learning of stereochemistry content.

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Stroke is the leading cause of long-term disability among adults and motor relearning is essential in motor sequelae recovery. Therefore, various techniques have been proposed to achieve this end, among them Virtual Reality. The aim of the study was to evaluate electroencephalographic activity of stroke patients in motor learning of a virtual reality-based game. The study included 10 patients with chronic stroke, right-hande; 5 with left brain injury (LP), mean age 48.8 years (± 4.76) and 5 with injury to the right (RP), mean age 52 years (± 10.93). Participants were evaluated for electroencephalographic (EEG) activity and performance while performing 15 repetitions of darts game in XBOX Kinect and also through the NIHSS, MMSE, Fugl-Meyer and the modified Ashworth scale. Patients underwent a trainning with 45 repetitions of virtual darts game, 12 sessions in four weeks. After training, patients underwent reassessment of EEG activity and performance in virtual game of darts (retention). Data were analyzed using ANOVA for repeated measures. According to the results, there were differences between the groups (PD and PE) in frequencies Low Alpha (p = 0.0001), High Alpha (p = 0.0001) and Beta (p = 0.0001). There was an increase in alpha activation powers and a decrease in beta in the phase retention of RP group. In LP group was observed increased alpha activation potency, but without decrease in beta activation. Considering the asymmetry score, RP group increased brain activation in the left hemisphere with the practice in the frontal areas, however, LP group had increased activation of the right hemisphere in fronto-central areas, temporal and parietal. As for performance, it was observed a decrease in absolute error in the game for RP group between assessment and retention (p = 0.015), but this difference was not observed for LP group (p = 0.135). It follows then that the right brain injury patients benefited more from darts game training in the virtual environment with respect to the motor learning process, reducing neural effort in ipsilesionais areas and errors with the practice of the task. In contrast, patients with lesions in left hemisphere decrease neural effort in contralesionais areas important for motor learning and showed no performance improvements with practice of 12 sessions of virtual dart game. Thus, the RV can be used in rehabilitation of stroke patients upper limb, but the laterality of the injury should be considered in programming the motor learning protocol.

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In this paper we propose a class for introducing the probability teaching using the game discs which is based on the concept of geometric probability and which is supposed to determine the probability of a disc randomly thrown does not intercept the lines of a gridded surface. The problem was posed to a group of 3nd year of the Federal Institute of Education, Science and Technology of Rio Grande do Norte - Jo~ao C^amara. Therefore, the students were supposed to build a grid board in which the success percentage of the players had been previously de ned for them. Once the grid board was built, the students should check whether that theoretically predetermined percentage corresponded to reality obtained through experimentation. The results and attitude of the students in further classes suggested greater involvement of them with discipline, making the environment conducive for learning.

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In this paper we propose a class for introducing the probability teaching using the game discs which is based on the concept of geometric probability and which is supposed to determine the probability of a disc randomly thrown does not intercept the lines of a gridded surface. The problem was posed to a group of 3nd year of the Federal Institute of Education, Science and Technology of Rio Grande do Norte - Jo~ao C^amara. Therefore, the students were supposed to build a grid board in which the success percentage of the players had been previously de ned for them. Once the grid board was built, the students should check whether that theoretically predetermined percentage corresponded to reality obtained through experimentation. The results and attitude of the students in further classes suggested greater involvement of them with discipline, making the environment conducive for learning.

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This study suggests sonorous ambiences from the propose of images configured according to the description in “A Visagem da Moça Caetana” by Ariano Suassuna in order to create individual sonorous possibilities that may help musicians to play the piece. The cycle, composed in 1996 (for voice, viola, cello, bass clarinet/clarinet), is formed by three untitled songs. Its text is an excerpt from the “Folheto XLIV”, from the Romance d’A Pedra do Reino e o príncipe do sangue do vai-e-volta, and describes a sentence of death illustrated by symbols of the Armorial imagery, with neologisms and the peculiar accent from the Sertão in northeast Brazil. In addition to the analysis of technical difficulties to play, this study informs interpreters of the sonorous timbre and texture used by Nelson Almeida to describe tradition through contemporary musical language. The metaphors and transgressions of reason in Suassuna’s book were explored to create three image compositions so that they may lead interpreters to the sonorous description of the inanimate objects and the affections to which the poetry refers, expanding any technical-interpretative indications limited by musical notation. This research used the Visagem scores, the literature on the theme, discussions with the musicians that played the piece, interviews with Almeida, and composers’ reports. To illustrate the theory, the three images are available, printed as woodcut in cordel literature.

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This research has as a central point of discussion the relationship between the action and the stage lighting, directed to scenes in which, from the exchange between actor and professional lighting, you can develop comic situations. The particularity of these scenes is the involvement of lighting as presentification feature a character in the scene, made possible by game created with the actor. In order to develop this discussion, the author divides the text into three chapters, the first being a memorial of his artistic career and his creative processes, enabling the reader to situate the paths taken by the author for the study. Then discusses possible relationship between performance and lighting, pointing situations where the two are directly related. Finally, an analysis and comparison of two comic scenes in which the actor play with the lighting suggests a character through presentification lighting on the scene. Leads the discussion to the conclusion, proposing the term light-character to set the lighting feature, suggesting characters in the scene.

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Debido a la puesta de moda del tatuaje maorí en los últimos años, hemos observado la gran disparidad iconográfica de sus diseños en los múltiples catálogos comerciales de las tiendas, revistas e imágenes de internet. Hemos podido comprobar que la palabra maorí en la actualidad se trata de un término muy utilizado por tatuadores y clientes cuando pretenden referirse al arte tradicional de Polinesia en general, abarcando descripciones confusas que no se corresponden con la definición de maorí (etnia característica nativa de los habitantes de las islas de Nueva Zelanda, según la traducción española). Así, buscando la documentación más antigua relacionada con el tatuaje de Nueva Zelanda, tanto escrita como gráfica, hemos investigado a cerca de los orígenes del estilo de tatuaje maorí y de los posibles inicios del tatuaje de Nueva Zelanda. Y a través de la documentación encontrada, hemos redefinido el estilo maorí, puesto que los documentos antiguos analizados, nos han proporcionado datos sensiblemente diferentes a lo que se exhibe hoy día como tatuaje maorí en las fuentes citadas anteriormente (catálogos, revistas e internet). Si son éstas las fuentes a las que recurren los maestros del tatuaje de la actualidad, que lo son con total seguridad, podemos plantearnos que los diseños actuales quizás estén siendo alterados. Deducir queda por lo tanto, que el término maorí cuando se utiliza para definir el estilo del diseño de un tatuaje en la actualidad, posiblemente esté abarcando simbología que no le corresponde...

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Con este trabajo de investigación pretendo exponer cual ha sido la contribuición de la música tradicional del Cariri cearense a la música popular brasileña por medio del género musical baião, creado en 1946 en la ciudad de Río de Janeiro (Brasil) por los compositores Luiz Gonzaga y Humberto Teixeira. A tal respecto, tomando como base el estado de la cuestión, presento las hipótesis de trabajo que dieron lugar al inicio de la investigación en 2010, a partir de la bibliografía disponible tanto de este género musical como de su creador y principal intérprete (Luiz Gonzaga). Dentro de los objetivos de la investigación, por medio del estudio de la discografía de este músico (limitada a las grabaciones desde 1941 hasta 1959) y la investigación que llevé a cabo - de las agrupaciones musicales del Cariri cearense - busco establecer un diálogo que permita mostrar la relación entre ellos. Por otro lado, de acuerdo a las condiciones socioculturales que ambientaron el proceso de creación del género – que resulta en una fusión de diversos elementos culturales – intento plasmar como la experiencia musical previa de los compositores fue importante para la creación artística (no obstante, en la creación de un género musical intervienen varios factores, más allá de voluntades individuales). En relación con el espacio geográfico, realizo una descripción etnográfica de la región conocida como Cariri cearense (Ceará) presentándola como una zona especialmente rica en manifestaciones musicales tradicionales, así como dentro de la región de Pernanbuco la ciudad de Exu, que adquiere importancia por ser el lugar de nacimiento de Luiz Gonzaga...

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El siguiente artículo tiene como principal objetivo presentar y analizar un juego/deporte de persecución y lucha denominado "Circle Kabaddi". En este sentido, se relatan, explican e interpretan los detalles de esta práctica lúdico deportiva a partir de relatos y observaciones realizadas como jugador luchador en cuatro mundiales de la especialidad (2011; 2012; 2013; 2014) realizados en el estado de Punjab, India. Entre párrafos se agregan observaciones relevantes que amplían o ejemplifican circunstancias particulares del juego y su contexto de producción sociocultural. En segundo lugar se describen los inicios y el presente de esta práctica lúdico deportiva en Argentina, sus alcances y limitaciones y los modos en que esta práctica se resignifica en nuestro país como un juego alternativo. Por último, y a modo de conclusión se formulan algunas preguntas que interpelan el proceso socio cultural y político por el cual el Circle kabaddi paso de ser un juego tradicional a convertirse en un deporte espectáculo

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Esta pesquisa tem por objetivo compreender o desenvolvimento da modalidade de xadrez no componente curricular Educaçao Física e os sentidos que os alunos atribuem ao jogo. Para sua consecuçao foram realizadas observaçoes e entrevistas semiestruturadas com o professor responsável pelas aulas de Xadrez e quatro alunos matriculados. Os dados indicam que a proposta pedagógica de ensino do jogo utilizada pelo professor aproxima-se do método tradicional. Para os alunos o jogo de xadrez assume sentidos mais próximos da "diversao" e do "lazer". Proposto no formato de Clube apresenta-se mais como uma atividade extracurricular, voltado apenas para a prática do jogo, do que como um conteúdo da Educaçao Física