930 resultados para Jogo estruturado com bonecos de Lynn


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The Cerebral Vascular Accident (CVA) is the leading cause of motor disability in adults and elderly and that is why it still needs effective interventions that contribute to motor recovery. Objective: This study was aimed to evaluate the performance of stroke patients in chronic stage using a virtual reality game. Method: 20 patients (10 with injury to the left and 10 to the right side), right-handed, average age 50.6 ± 9.2 years, and 20 healthy subjects with average age of 50.9 ± 8.8, also right-handed participated. The patients had a motor (Fugl-Meyer) and muscle tone assessment (Ashworth). All participants made a kinematic evaluation of the drinking water activity and then underwent training with the table tennis game on XBOX 360 Kinect®, 2 sets of 10 attempts for 45 seconds, 15 minutes rest between sets, giving a total of 30 minutes session. After training the subjects underwent another kinematic evaluation. The patients trained with the right and left hemiparect upper limb and the healthy ones with the right and left upper limb. Data were analyzed by ANOVA, t Student test and Pearson correlation. Results: There was significant difference in the number of hits between the patients and healthy groups, in which patients had a lower performance in all the attempts (p = 0.008), this performance was related to a higher level of spasticity (r = - 0.44, p = 0.04) and greater motor impairment (r = 0.59, p = 0.001). After training, patients with left hemiparesis had improved shoulder and elbow angles during the activity of drinking water, approaching the pattern of motion of the left arm of healthy subjects (p < 0.05), especially when returning the glass to the table, and patients with right hemiparesis did not obtain improved pattern of movement (p > 0.05). Conclusion: The stroke patients improved their performance over the game attempts, however, only patients with left hemiparesis were able to increase the angle of the shoulder and elbow during the functional activity execution, better responding to virtual reality game, which should be taken into consideration in motor rehabilitation

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ON reflecting the traditional teaching approach, characterized by non-dynamic and descriptive methods that still persists in schools at the present time, associated to social living enrichment has motivated the search for new techniques to stimulate students in the process of teaching, such as roleplaying games, known as RPG, already being used in various school disciplines. Considering the amount of themes in general sciences and in biology, in particular that could be explored through RPG our purpose was to develop a game to be used as a learning complementary tool. PANGÉIA, the game we developed, was based on the GURPS system and to be placed at the geological Eras of the earth. The objective of the game was playing a character that represented an animal belonging to a Class of Vertebrates, and making it surviving and reproducing during risky situations presented in the game. These situations were narratives by the Master about challenges that the character would face, which should be solved using the dices. Along the narrative, the Master introduced concepts and informations about the subject being studied. To evaluating how the game worked out, we solicited 11 volunteers, from two different schools in Natal, to play PANGÉIA. Before starting the game, and without knowing the final objectives of our project, the volunteers answered a general questionnaire to let us know their level of knowledge, which was also answered after playing the game. The comparison of the volunteers answers before and after playing the game suggests that this activity influenced them. Also, based on this test, we identified critical aspects to be modified in PANGÉIA, specially a stronger relation between both the questionnaire and the game placement with the narrative of the master. In order to have PANGÉIA used as a complementary learning tool, a teachers handbook has to be written, including rules concerning the format of game application. Nonetheless, based on this pilot study, we conclude that topics on sciences and biology can be easily adjusted to RPG format, and its flexibility provides multiple combinations that can be used to help learning the more difficult topics to be taught in a class

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The use of games as educational tools is common, however the effectiveness of games with educational purposes is still poorly known. In this study we evaluated three different low-cost teaching strategies make and play your own board game, just play an educational science game and make a poster to be exposed in the school regarding: (1) science learning; (2) use of deep learning strategies (DLS); and (3) intrinsic motivation. We tested the hypothesis that, in these three parameters evaluated, scores would be higher in the group that made and play their own game, followed respectively by the group that just played a game and the group that made a poster. The research involved 214 fifth-grade students from six elementary schools in Natal/RN. A group of students made and played their own science board game (N = 68), a second group played a science game (N = 75), and a third group made a poster to be exposed at school (N = 71). Our hypothesis was partly empirically supported, since there was no significant difference in science learning and in the use of DLS between the group that made their own game and the group that just played the game; however, both groups had significantly higher scores in science learning and in use of DLS than the group that made the poster. There was no significant difference in the scores of intrinsic motivation among the three experimental groups. Our results indicate that activities related to non-digital games can provide a favorable context for learning in the school environment. We conclude that the use of games for educational purposes (both making a game and just playing a game) is an efficient and viable alternative to teach science in Brazilian public school

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The use of technology tools for teaching and learning has grown increasingly in our daily life. In this context, a branch that has had tremendous growth is the area of teaching and learning language through computational tools. The study of CALL (Computer Assisted Language Learning), accomplished in this research, aims to evaluate existing tools in this context, focused specifically on the Japanese language; and from this study, accomplish the development of a new computational tool that can assist teaching/learning of the Japanese language. As results, we present a wide survey on the subject in various technologies/devices, as well as the complete development process of a new tool, the Karuchā Ships Invaders game, that proposes to teach basic concepts of the language, blended with entertainment, and still, focusing on the Brazilian students of Japanese language audience. We will present all the concept phases of the game and its evolution through the research, as well as an interface evaluation. Still, we present proposal and validation of a method to evaluate motivational aspects of computational tools with educational focus, and results extracted from an experiment accomplished with prospective users

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

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The work seeks to understand the process of reterritorialization triggered by tourism development in Tibau do Sul / RN, noting its economic, socio-cultural and political implications to the local society. Tourist activity was addressed as socio-cultural phenomenon, considering the case of (dis) (re) territorialization and power relations between staff producers of the tourism space. Given the complexity of this issue and the need for further studies that focus on the reterritorialization cases generated by tourism in the northeastern coast, given the action of the agents involved in the construction of the spaces generated by tourism, this work is then justified. For such a study an exploratory and qualitative study was conducted, through a survey of secondary and primary data, and interviews with leaders of public, private nonprofit community in the investigated county. In this sense, it was found that the process of (dis) (re) territorialization in the city investigated, permeates the contradictions resulting from the conflicts existing power while providing the location and implications for economic and sociocultural dimensions, its heart is found in the political, the relationship between entrepreneurship - established mainly by outsiders who own businesses in Pipa - and local government - composed entirely by insiders who work in the municipal headquarters, that until then, hold the political and the economic power. Thus, to understand the regionalization of tourism it is necessary to analyze its economic, socio-cultural and political dimensions, referring to the complexity of relationships between producing space agents. It is believed that the reterritorialization can be capable of producing territorialities contextualized to the culture, history, economy and local politics, understanding that the active participation of the natives will contribute to a less perverse, since this has been one of the faces experienced by local people

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This study presents the ludopoietic experiences in Sandplay and the expression of tactility in humanescente self-training of future teachers of geography. The overall objective was to analyze and interpret as the tactility in the ludopoietic experiences with Sandplay facilitates the sentipensar and boosts the humanescent self-training. The qualitative research approach follows the principles of existential research-action into the etnofenomenologic perspective, that considers studies of the ethnography and the phenomenology with ethnomethodology. In this study we used the sedimentary rock called sandstone and your mineral grains as cognitive operator to stimulate the discussions of the ludopoietic experiences in Sandplay. The members of research were students of the Geography degree of IFRN. To achieve the research objectives were organized experiential meetings and virtual meetings. The ludopoietic experiences in Sandplay revealed the impact of tactility to humanescente self-training, indicating the importance of touch for apprehend and experience the world with beauty, joy and tenderness. These experiences showed the ludopoietic system properties, the threads of embodiment and the meaning of the sentipensar of tactility as a phenomenon that drives the humanescent self-training, evidenced by etnofenomenologie. Data were obtained through Sandplay, sensitive listening, experiential diary, photographic and movie records. In the process of data analysis were revealed the of etnofenomenological principles of experientiality indiciality, reflexivity, self-organizability, filiability, archetypality and humanescencialidade. Through the tactility, the Sandplay favors the awareness of the condition of being, takes life stories, providing the construction of knowledge in a meaningful and contextual way

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The study aims to examine the planning, the construction and uses of the stadium Presidente Castelo Branco (Castelão), opened in Natal, capital of Rio Grande do Norte, in 1972. Used as main sources of documents printed newspapers A República, Tribuna do Norte e Diário de Natal; photographs of the 1960s, 1970s and 1980s and, finally, an interview with Moacyr Gomes da Costa, architect responsible for building the stadium Castelão. Seeks to understand the changes and continuities stemming from the construction of this stadium for football history and the city. Articulated in the text the inauguration of the stadium with the process of commodification and massification of football norte-rio-grandense, that occurred from the 1970s. Indicates the places where they practiced football in Natal before the construction of a stadium and analyzes the historical needs that led to the construction of a sports square. Discusses the transformation of football matches in shows profit, which now involve large economic interests. Investigates how political potiguares made use of football stadiums as a mechanism of legitimation and realize this debate with the performances of Djalma Maranhão and the Cortez Pereira, that at different times using this mechanism. Search elements that favored the popularization experienced by football potiguar from the 1970s, the role of the sports press this process and the emergence organized supporters

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Foi objetivo deste estudo caracterizar a relação entre o nível de aptidão física, desempenho e solicitação metabólica em futebolistas durante situação real de jogo. Seis jogadores de futebol profissional com média de idade de 20,8 ± 2,6 anos (17-25), peso 70,4 ± 7,5kg (63-81,3) e altura 173,3 ± 9,7cm (166-188), foram submetidos a testes de aptidão física em campo e análise cinematográfica durante a partida. Os testes de aptidão física foram realizados em campo, com medições de lactato sanguíneo. A via metabólica alática foi avaliada por meio de cinco corridas na distância de 30m, em velocidade máxima, com pausa passiva de um minuto entre cada corrida. As concentrações de lactato foram medidas no 1º, 3º e 5º minuto após o término das cinco corridas. Para detecção do limiar anaeróbio foram realizadas 3 corridas de 1.200m nas intensidades de 80, 85 e 90% da velocidade máxima para essa distância, com intervalo passivo de 15 minutos entre cada corrida. As dosagens de lactato sanguíneo foram feitas no 1º, 3º e 5º minuto de repouso passivo após cada corrida. Os futebolistas foram submetidos à filmagem individual durante o transcorrer do jogo e as concentrações de lactato foram medidas antes, no intervalo e no final da partida para análise da solicitação energética e metabólica, respectivamente. Os seguintes resultados foram verificados: 1) o limiar anaeróbio em velocidade de corrida, correspondente à concentração de lactato sanguíneo de 4mmol.L_1 foi encontrado aos 268 ± 28m.min_1 ou 16,1 ± 1,6km.h_1; 2) a velocidade média e a concentração de lactato máximo nas corridas de 30m foram de 6,9 ± 0,2m.s_1 e 4,5 ± 1,0mmol.L_1, respectivamente; 3) a distância total percorrida foi de 10.392 ± 849m, sendo 5.446 ± 550m para o primeiro e 4.945 ± 366m para o segundo tempo, respectivamente; 4) os valores médios encontrados nas concentrações de lactato sanguíneo foram de 1,58 ± 0,37; 4,5 ± 0,42 e 3,46 ± 1,54mmol.L_1 antes, no intervalo do primeiro para o segundo tempo e ao final da a,respectivamente; e 5) a distância média total atingida ao final das partidas pelos jogadores de meio-campo (10.910 ± 121m) foi ligeiramente maior que a percorrida pelos atacantes (10.377 ± 224m) e defensores (9.889 ± 102m), mas não significativa. Houve correlação negativa (r =- 0,84; p < 0,05) entre o limiar anaeróbio (268 ± 28m.min_1 ou 16,1 ± 1,6km.h_1) e a concentração de lactato sanguíneo (4,5 ± 0,4 mmol.L_1) no primeiro tempo do jogo. Portanto, os resultados sugerem que a capacidade aeróbia é um determinante importante para suportar a longa duração da partida e recuperar mais rapidamente os futebolistas dos esforços realizados em alta intensidade, com o desenvolvimento de concentrações de lactato sanguíneo menores ao final do primeiro e segundo tempo das partidas.

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Since the sport of football field as the main focus and it is directly related to sports phenomenon up to understood of changes occurring in the rules and game systems over the years. The main aim was analyzed the historical changes in the soccer with relation to the game systems and rules, and their consequences. The research is qualitative type and uses the bibliographic collection as instrument. For this, it was searched in the published literature data about the present study subject. The results indicated for a soccer tactics and rules set that it was constructed with the evolution and consolidation of the soccer. It was concluded that the game system had suffered many alterations during the historical process of soccer development, but this process leaved poured the spectacle of the game. In the other way, the rules had suffered great alterations with regard to the soccer primaries, but after its consolidation as universal sport, they had remained almost the same, having assisted in the maintenance of the soccer characteristics and status.

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Nos últimos anos houve uma contribuição significativa dos físicos para a construção de um tipo de modelo baseado em agentes que busca reproduzir, em simulação computacional, o comportamento do mercado financeiro. Esse modelo, chamado Jogo da Minoria consiste de um grupo de agentes que vão ao mercado comprar ou vender ativos. Eles tomam decisões com base em estratégias e, por meio delas, os agentes estabelecem um intrincado jogo de competição e coordenação pela distribuição da riqueza. O modelo tem demonstrado resultados bastante ricos e surpreendentes, tanto na dinâmica do sistema como na capacidade de reproduzir características estatísticas e comportamentais do mercado financeiro. Neste artigo, são apresentadas a estrutura e a dinâmica do Jogo da Minoria, bem como as contribuições recentes relacionadas ao Jogo da Minoria denominado de Grande Canônico, que é um modelo mais bem ajustado às características do mercado financeiro e reproduz as regularidades estatísticas do preço dos ativos chamadas fatos estilizados.

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We present an educational proposal for the study of combinatorial reasoning and calculation of probabilities based on a game and problem solving methodology, aiming to support the teaching of mathematical content. A review of the literature related to the teaching and learning of the concepts of combinatorial reasoning and probability is presented. The game is original, using a board game similar to Tic-tac-toe, and the movements of its parts have some similarities, in particular those made with the rook and pawn pieces of the game of chess. We formulate various activities (problems) involving the game which, in the process of solving them, using the problem solving methodology and with the appropriate intervention of the teacher, encourage students to develop strategies for counting, an indispensable tool in the initial study of Combinatorial Analysis and Calculation of Probabilities.

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The aim of this study was to evaluate the effect of warm up performed by dynamic exercises (DYN) and small sided soccer game (SOC) on agility with ball (AB) and agility without ball (AG). Eighteen children of both genders (n=18) performed the AB and AG tests after three conditions: without warm-up (WWU), DYN and SOC. The effects of DYN and SOC warm-ups on AG test was higher than WWU (p<0,05) and it was similar among them (WWU=12,2 ± 1,0, DYN= 11,3 ± 0,7, SOC=11,4 ± 0,6 s), as well as on AB test (WWU=15,0 ± 2,1, DYN= 14,4 ± 2,1, SOC=14,0 ± 1,6 s). Results in both tests were similar by gender, except in AB test performed with DYN warm-up, in girls. SOC is an effective warm-up protocol for agility tests with or without ball and can be used before agility motor tasks in children.