905 resultados para games as cultural environment


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In May of 1864, Maximilian of Austria reached the Mexican coast, being this journey his last, ending three years later with his execution. Much has been written about the reasons that prompted his acceptance of the crown of Mexico, a country so distant in every sense of his cultural environment. However, years ago Maximilian had traveled to Spain and Brazil (to Spain twice) and these experiences, although not determinant, greatly influenced the decision of the Archduke, who saw the chance to realize a dream he had conceived on his trip to Spain and that was consolidated during his stay in Brazil, as we can extract from his travel memoirs.

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A Cultura Digital é uma realidade do século XXI, onde as relações humanas são fortemente mediadas pelas tecnologias e pelo digital. O Digital tem mudado o comportamento das pessoas e influenciado o seu meio cultural. O conceito de Cultura digital inclui saber onde encontrar informação, ferramentas e sistemas, necessários para cumprir uma determinada tarefa de forma não só eficaz, mas também mais eficiente. As competências para explorar as tecnologias que o permitam, são cada vez mais exigidas na interação em sociedade. Tendo em consideração estudos existentes associados com as competências TIC, nomeadamente os propostos pela UNESCO e pelo Executivo Angolano no seu Plano Nacional de Desenvolvimento para 2013-2017, em que está enquadrada a iniciativa da Rede de Mediatecas de Angola, foi tomada a Cultural Digital e a sua promoção no ambito das Mediatecas. Numa primeira avaliação desde da abertura da Mediateca em Fevereiro de 2014, verificamos uma fraca adesão dos professores na utilização dos serviços da Mediateca do Huambo – Angola. Coloca-se neste contexto a questão do porquê que é que os professores não exploram as TIC para as atividades docentes ou da sua aprendizagem? Desta forma, é considerada a questão de investigação: Quais as estratégias a desenvolver para incrementar a exploração das TIC pelos professores e como a Mediateca do Huambo pode servir de espaço para a promoção da Cultura Digital. Foi realizado um estudo de caso, no contexto da Mediateca do Huambo, em que foi efetuada uma recolha de dados pela (a) aplicação de questionários aos professores do 1º e 2º Ciclo do Ensino Secundário do Município do Huambo para mapear as competências TIC dos professores segundo os padrões da UNESCO e o apuramento da formação e uso das TIC em contexto educativo, (b) pela aplicação de um conjunto de tarefas com o objetivo de verificar quais as competências digitais dos professores e por último (c), a implementação do projeto-piloto denominado “ Mediateca +Escola” com o objetivo de levar à Mediateca professores e alunos para desenvolver um projeto TIC onde os professores teriam uma oportunidade de demostrar as competências que afirmavam possuir. Como resultado final obtido neste estudo de caso podemos concluir que 71,27% indicanos que os professores têm a perceção que necessitam de mais formação e desenvolvimento de competências TIC, 27,50% confirma que os professores creem que têm confiança nas TIC. Em face das respostas com valores negativos que apontam para a necessidade de delinear estratégia para capacitar este grupo em competências TIC de forma a incluí-los na sociedade em rede providos de uma Cultura Digital foi proposto o modelo que permite validar os dados obtidos pelo questionário permitindo também delinear estratégias com vista à promoção da Cultura Digital.

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The objective of this thesis was to better understand how parental factors influence feeding practices, how mothers experience feeding and what factors mothers perceive influencing feeding in different contexts. This study is largely based on STEPS Study (Steps to Healthy Development of Children), which is a longitudinal cohort of 1797 families. In addition, qualitative data was collected among mothers in Finland and Solomon Islands. The results of this study show that different parental determinants associate with infant and young child feeding behavior and practices. Mothers with high cognitive restraint of eating introduced complementary foods earlier and neophobic mothers’ breastfed exclusively for a shorter time than mothers who ranked lower in these behaviors. Fathers’ poor diet quality associated with shorter total breastfeeding duration. Mothers’ postnatal depressive symptoms associated with shorter duration of exclusive breastfeeding, earlier introduction of complementary foods and lower compliance of feeding recommendations. The higher amount of marital distress associated with longer duration of exclusive breastfeeding and better compliance with feeding recommendations. Mothers, who participated in qualitative interviews, described how complex interplay of individual perceptions, significant others and socio-cultural environment influenced feeding practices and behavior. This study showed that several parental factors influence infant and young child feeding practices as well as compliance with the feeding recommendations. Maternal experiences and perceptions on child feeding relate to the context where mother-infant pair lives in. These results highlight the importance of targeting feeding support and, if needed, specific interventions to mothers and families who are in risk of poor feeding practices.

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No presente relatório, apresento um trabalho que foca parte dos elementos representativos do património popular, oral, poético e cultura do concelho de Vidigueira, composto por uma abordagem que respeita o trabalho dos seus poetas populares e por um processo que se prende com a tradução destas poesias populares na sua passagem da língua portuguesa para a língua francesa. É através destas formas poéticas, décimas e quadras, que cinco poetas e uma poetisa, todos eles autóctones e residentes neste concelho, retratam as suas matrizes sócio-culturais, espaciais e intelectuais. Quanto à tradução dos poemas, este processo aspira à transmissão da carga cultural contida nestas formas de poesia popular, a cidadãos francófonos. Para além da utilização de algumas ferramentas de tradução, aqui, e em simultâneo, são também aplicadas as técnicas de tradução apreendidas durante o percurso académico. ABSTRACT; ln this report, I present a work that focuses a part of the representative elements of the popular, oral and poetic heritage as well as the culture of Vidigueira council, based on a study containing the work of its popular poets and the process of dealing with the translation of these popular poems from Portuguese to French. It's through these poetic forms, tenth and quatrains, that five poets and a poetess, all of them native and residents in this council, portray their intellectual, spatial, and sociocultural frameworks. Regarding the translation of the poems, the process aims at the transmission of the cultural environment included in these forms of popular poetry, to francophone citizens. Besides the using of some translation tools, here, and simultaneously, are also used the techniques of translation learnt during my academic studies. Résumé; Dans ce rapport, je présent un travai! concentré dans une partie des éléments représentatifs du patrimoine populaire, oral, poétique et culturel de la municipalité de Vidigueira, composé par une approche concemant le travai!de ses poetes populaires et aussi un processus dont l'objectif est de traduire ces poésies populaires du Portugais vers le Français. C'est à travers ces formes poétiques, dizains et quatrains, que cinq poetes et une poétesse, autochtones et résidents dans cette municipalité, présentent leurs matrices socioculturelles, spatiales et intellectuelles. En ce qui concerne la traduction des poemes, ce processus vise la transmission de la charge culturelle contenue dans ces formes de poésie populaire, aux citoyens francophones. Au même temps que j'en utilise quelques outils de traduction, j'en applique aussi les techniques de traduction apprises pendant le parcours académique.

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O presente relatório da Prática de Ensino Supervisionada em Educação Pré-escolar e Ensino do 1.º ciclo do Ensino Básico pretende dar a conhecer os aspetos inerentes à dimensão investigativa que desenvolvi na instituição Núcleo de Educação Infantil Colônia Z-11, no Brasil, na cidade de Florianópolis, no ano letivo de 2015; e na instituição Escola Básica dos Canaviais, em Portugal, na cidade de Évora, no ano letivo de 2015/2016. Este relatório incide na temática Cidadania na Infância. Tive como propósito legitimar a criança como sujeito social (a criança cidadã) e contribuir para uma educação que vise a cidadania como direito na infância. Foi deste modo que me propus compreender como poderia contribuir nos espaços institucionais para uma educação na cidadania, vivida no presente, e uma educação para a cidadania, projetada para uma integração do cidadão também no futuro. Considerei que as instituições educativas devem criar uma relação com o dia-a-dia da criança nas diversas áreas, disciplinares e não disciplinares. Numa perspetiva de cidadania participativa, valorizando as instituições educativas como espaços de aquisição e de desenvolvimento de atitudes e competências do cidadão. A dimensão investigativa que desenvolvi no contexto de pré-escolar pretendeu acentuar a consciência de uma identidade cultural, coletiva e individual, valorizando os saberes que as crianças trazem do meio sociocultural de origem. A dimensão investigativa que desenvolvi no contexto de 1.ºciclo pretendeu promover espaços de diálogo, coconstrutivos para as aprendizagens do e entre o grupo. Através de uma análise reflexiva dos instrumentos de recolha de dados tentei dar resposta às questões que orientaram a investigação-ação que realizei, sendo estas: [O que é que a cidadania pode significar nos contextos educativos?]; [Como se promove a cidadania nas instituições escolares?] e [Como criar ambientes que permitam a participação cívica de todos?]; Report of the Supervised Teaching Practice to achieve the Master’s Degree in Pre-school Education and Teaching of the Primary School Abstract: The present report of Supervised Teaching Practice in Preschool Education and in Primary School aims to present the aspects inherent to the research dimension that I developed at the Núcleo de Educação Infantil Colônia Z-11, in Brazil, in the City of Florianopolis, in the academic year of 2015; And at the institution Escola Básica dos Canaviais, in Portugal, in the city of Évora, in the academic year of 2015/2016. The report focuses on the theme of Citizenship in childhood. I had the purpose to legitimize the child as a social subject (the child citizen) and contribute to an education that aims at citizenship as a right in childhood. It was in this way that I set out to understand how I could contribute in the institutional spaces for an education in citizenship, lived in the present, and an education for citizenship, projected for an integration of the citizen in the future. I considered that educational institutions should create a relationship with the child's daily life in the various areas, disciplinary and non-disciplinary. In a perspective of participatory citizenship, valuing educational institutions as spaces for acquisition and development of citizens' attitudes and skills. The research dimension that I developed in the pre-school context sought to accentuate the awareness of a collective, individual and cultural identity, valuing the knowledge that children bring from the socio-cultural environment where the child was born and lives. The investigative dimension that I developed in the context of the Primary School was intended to promote spaces for dialogue, coconstructives to the learnings of and between the group. Through a reflexive analysis of the instruments of data collection I tried to answer the questions that guide the action research that I realized, being these: [What can citizenship mean in the school contexts?]; [How citizenship could be promoted in the school institutions?] And [How to create environments which allow the civics participation of all?].

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This volume explores sports mega-events, their social, political, and cultural characters, the value systems that they inscribe and draw on, the claims they make on us and the claims the organisers make for them, the spatial and ethical relationships they create, and the responses of civil societies to them. Our premise is that sports mega-events are not simply sporting or cultural phenomena. They are also political and economic events, characterised by the generation and projection of symbolic meanings – most obviously over the nature of statehood, economic power, and of collective cultural identity – and by social conflict, especially over land use, and over the extent and contours of public spending commitments. Because of their peculiar spatial and temporal organization, they raise questions about the relationships between global cultural and economic flows and particular local and national spaces. Because of their evolutionary characteristics, they ask us to consider not simply the time of the event but of the effects of the event on the long-term direction, implementation, and consequences of public policy.

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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.

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European Master in Multimedia and Audiovisual Administration

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This paper describes the process and problems that had to be faced during the elaboration of a digital interactive narrative for the Instory project (http://img.di.fct.unl.pt/InStory/) implanted in «Quinta da Regaleira», Sintra, Portugal, and classified as World Heritage by Unesco. It also explores some of the practical and theoretical issues in what regards the literary terminology and strategies involved.

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Both culture coverage and digital journalism are contemporary phenomena that have undergone several transformations within a short period of time. Whenever the media enters a period of uncertainty such as the present one, there is an attempt to innovate in order to seek sustainability, skip the crisis or find a new public. This indicates that there are new trends to be understood and explored, i.e., how are media innovating in a digital environment? Not only does the professional debate about the future of journalism justify the need to explore the issue, but so do the academic approaches to cultural journalism. However, none of the studies so far have considered innovation as a motto or driver and tried to explain how the media are covering culture, achieving sustainability and engaging with the readers in a digital environment. This research examines how European media which specialize in culture or have an important cultural section are innovating in a digital environment. Specifically, we see how these innovation strategies are being taken in relation to the approach to culture and dominant cultural areas, editorial models, the use of digital tools for telling stories, overall brand positioning and extensions, engagement with the public and business models. We conducted a mixed methods study combining case studies of four media projects, which integrates qualitative web features and content analysis, with quantitative web content analysis. Two major general-interest journalistic brands which started as physical newspapers – The Guardian (London, UK) and Público (Lisbon, Portugal) – a magazine specialized in international affairs, culture and design – Monocle (London, UK) – and a native digital media project that was launched by a cultural organization – Notodo, by La Fábrica – were the four case studies chosen. Findings suggest, on one hand, that we are witnessing a paradigm shift in culture coverage in a digital environment, challenging traditional boundaries related to cultural themes and scope, angles, genres, content format and delivery, engagement and business models. Innovation in the four case studies lies especially along the product dimensions (format and content), brand positioning and process (business model and ways to engage with users). On the other hand, there are still perennial values that are crucial to innovation and sustainability, such as commitment to journalism, consistency (to the reader, to brand extensions and to the advertiser), intelligent differentiation and the capability of knowing what innovation means and how it can be applied, since this thesis also confirms that one formula doesn´t suit all. Changing minds, exceeding cultural inertia and optimizing the memory of the websites, looking at them as living, organic bodies, which continuously interact with the readers in many different ways, and not as a closed collection of articles, are still the main challenges for some media.

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This document includes the results of the research undertaken by the author on the media planning and coverage of the Barcelona'92 and its cultural implications.

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Optimal challenge occurs when an individual perceives the challenge of the task to be equaled or matched by his or her own skill level (Csikszentmihalyi, 1990). The purpose of this study was to test the impact of the OPTIMAL model on physical education students' motivation and perceptions of optimal challenge across four games categories (i. e. target, batting/fielding, net/wall, invasion). Enjoyment, competence, student goal orientation and activity level were examined in relation to the OPTIMAL model. A total of 22 (17 M; 5 F) students and their parents provided informed consent to take part in the study and were taught four OPTIMAL lessons and four non-OPTIMAL lessons ranging across the four different games categories by their own teacher. All students completed the Task and Ego in Sport Questionnaire (TEOSQ; Duda & Whitehead, 1998), the Intrinsic Motivation Inventory (IMI; McAuley, Duncan, & Tanmien, 1987) and the Children's Perception of Optimal Challenge Instrument (CPOCI; Mandigo, 2001). Sixteen students (two each lesson) were observed by using the System for Observing Fitness Instruction Time tool (SOFTT; McKenzie, 2002). As well, they participated in a structured interview which took place after each lesson was completed. Quantitative results concluded that no overall significant difference was found in motivational outcomes when comparing OPTIMAL and non-OPTIMAL lessons. However, when the lessons were broken down into games categories, significant differences emerged. Levels of perceived competence were found to be higher in non-OPTIMAL batting/fielding lessons compared to OPTIMAL lessons, whereas levels of enjoyment and perceived competence were found to be higher in OPTIMAL invasion lessons in comparison to non-OPTIMAL invasion lessons. Qualitative results revealed significance in feehngs of skill/challenge balance, enjoyment and competence in the OPTIMAL lessons. Moreover, a significance of practically twice the active movement time percentage was found in OPTIMAL lessons in comparison to non-OPTIMAL lessons.

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Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal

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« Heavy Metal Generations » is the fourth volume in the series of papers drawn from the 2012 Music, Metal and Politics international conference (http://www.inter-disciplinary.net/publishing/product/heavy-metal-generations/).

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Organic sweet maize consists of a new industrial crop product. Field experiment was conducted to determine the effects of cultural systems on growth, photosynthesis and yield components of sweet maize crop (Zea mays L. F-1 hybrid 'Midas'). A randomized complete block design was employed with four replicates per treatment (organic fertilization: cow manure (5, 10 and 20 t ha(-1)), poultry manure (5, 10 and 20 t ha(-1)) and barley mulch (5, 10 and 20 t ha(-1)), synthetic fertilizer (240 kg N ha(-1)): 21-0-0 and control). The lowest dry weight, height and leaf area index and sod organic matter were measured in the control treatment. Organic matter content was proportionate to the amount of manure applied. The control plots had the lowest yield (1593 kg ha(-1)) and the double rate cow manure plots the had,greatest one. (6104 kg ha(-1)). High correlation between sweet corn yield and organic matter was registered. Moreover, the lowest values of 1000-grain weight were obtained with control plot. The fertilizer plot gave values which were similar to the full rate cow manure treatment. The photosynthetic race of the untreated control was significantly lower than that of the other treatments. The phorosynthetic rate increased as poultry manure and barley mulch ram decreased and as cow manure increased. Furthermore the untreated control had the lowest stomatal conductance and chlorophyll content. Our results indicated that sweet corn growth and yield in the organic plots was significantly higher than those in the conventional plots.