936 resultados para Jogos de bola


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Esta videoaula pertence ao curso de "Desenvolvimento de jogos' oferecido pela Secretaria de Educação à Distancia (SEAD) da Universidade Federal de São Carlos (UFSCar)

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Esta videoaula pertence ao curso de "Desenvolvimento de jogos' oferecido pela Secretaria de Educação à Distancia (SEAD) da Universidade Federal de São Carlos (UFSCar)

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O presente estudo insere-se na problemática da Análise da performance táctico – técnica em Andebol, efectuada a partir da observação do jogo e visando a optimização do rendimento desportivo. Tendo como finalidade contribuir para uma alternativa na análise táctico-técnica do rendimento no Andebol, centrou-se a atenção na microanálise de acções táctico-técnicas, integrando-as numa análise mais global das sequências de jogo e das respectivas alterações contextuais. Pretendeu-se questionar a eficácia do ataque e da defesa no Andebol, tendo-se direccionado o estudo para os seguintes objectivos: (1) Analisar padrões de comportamento dos defensores após a recuperação da bola, em relação com o modo e zona de início das sequências ofensivas, tendo em conta as diferentes relações numéricas;(2) Analisar a eficácia do guarda-redes, tendo em conta a interacção guardaredes/defensor; (3) Analisar os meios tácticos que precedem a finalização bem como a sua influência no resultado final da sequência, considerando diferentes relações numéricas; (4) Analisar a interrupção das sequências por faltas sofridas e a respectiva influência no resultado final, tendo em conta diferentes relações numéricas. A amostra do presente estudo foi constituída pelas sequências ofensivas registadas a partir de vinte e cinco jogos das fases finais do Campeonato da Europa de 2002 (onze) e do Campeonato do Mundo de 2003 (catorze), envolvendo, em ambos os casos, apenas as equipas classificadas nos oito primeiros lugares de cada competição. Para a realização do estudo recorreu-se à metodologia observacional, tendo-se efectuado a exploração dos dados através da análise sequencial, tanto prospectiva como retrospectivamente. Usou-se ainda a técnica de análise através das coordenadas polares. Os resultados do estudo permitiram concluir que: (1) É significativa a probabilidade da cooperação guarda-redes/defensor influenciar a eficácia do guarda-redes na defesa da baliza; (2) É significativa a probabilidade do modo de recuperação da bola influenciar o modo de início da sequência ofensiva; (3) É significativa a probabilidade do modo de recuperação da bola influenciar a zona para onde é efectuada a primeira acção com bola da sequência ofensiva; (4) A interrupção da sequência ofensiva por falta sofrida, acompanhada ou não de uma exclusão, tem uma probabilidade significativa de activar o golo de sete metros. A não ocorrência de interrupção da sequência por falta sofrida, evidencia uma probabilidade significativa de activar o golo. No entanto, não é possível concluir que é significativa a probabilidade das interrupções por faltas sofridas influenciarem o resultado da sequência; (5) É significativa a probabilidade da utilização de meios tácticos anteriores à finalização influenciar a eficácia das sequências; (6) É significativa a probabilidade da relação numérica influenciar a eficácia das sequências.

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O mundo dos jogos é extremamente vasto e muito apreciado pela maior parte dos jovens e também adultos. Os computadores, as consolas e agora também os telemóveis acabam por se tornar os maiores companheiros das pessoas no que ao entretenimento diz respeito. No entanto, existem algumas lacunas a nível de jogos para telemóvel e pretendeu-se então criar um jogo, que se baseia num acontecimento real muito apreciado por toda uma população e que permitiu explorar a ferramenta Flash, que tem vindo a retirar protagonismo ao Java, por se revelar uma ferramenta mais simples de utilizar. No início apenas era usada para simples animações, mas entretanto passou a ser utilizada para criar aplicações para diversas plataformas e dispositivos. Neste momento, o Flash já chegou aos dispositivos móveis e são cada vez mais aqueles que suportam estas aplicações, que podem variar dos simples utilitários aos jogos ou ainda a complexos sistemas.

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O presente estudo visa entender e analisar a influência do constrangimento posicional da baliza no processo decisional ofensivo no Hóquei em Patins, efectuada a partir da observação do jogo e visando a optimização do rendimento desportivo. Perante a possibilidade de ocorrência de acções particulares à modalidade em torno da baliza, em permanente dinâmica e interacção com o contexto, procurou-se compreender o comportamento decisional ofensivo do hoquista que actue atrás da baliza, através de uma perspectiva baseada na psicologia ecológica e na teoria dos sistemas dinâmicos. A amostra do estudo foi constituída por 10 jogos do Campeonato Nacional da Primeira Divisão 2007/2008, entre equipas que se classificaram para o play-off de acesso ao título, tendose registado 816 sequências ofensivas, que resultaram num total de 2732 multieventos. Em termos metodológicos, recorreu-se à metodologia observacional, tendo-se efectuado a exploração dos dados fundamentalmente através da análise sequencial, tanto prospectiva como retrospectiva, utilizando o software SDIS-GSEQ. A partir dos resultados obtidos foi possível estimar padrões de conduta relativos ao tipo processo ofensivo analisado, que permitem concluir que: (1) é significativa a probabilidade de um início sem bola de frente activar a ocorrência de acções na área de baliza e de um início com bola de frente activar a ocorrência de acções atrás da baliza; (2) o início com bola no geral e o início com bola de frente em particular, têm uma probabilidade significativa de activar uma acção mais linear. Por outro lado, o início sem bola no geral e o início sem bola com paragem em particular, têm uma probabilidade significativa de activar um comportamento decisional mais aleatório; (3) é significativa a probabilidade de um início sem bola activar uma resposta defensiva pela frente da baliza e de um início com bola activar uma resposta defensiva atrás da baliza; (4) é significativa a probabilidade do modo de comportamento decisional ofensivo no desenvolvimento do processo influenciar a eficiência das acções de finalização, com as acções lineares a potenciarem a ocorrência de acções visando o controlo da bola e as acções não lineares a potenciarem a ocorrência de situações de remate; (5) é significativa a probabilidade do modo de comportamento decisional defensivo no desenvolvimento do processo influenciar a eficácia das acções de finalização, com uma resposta defensiva atrás da baliza a activar uma acção final com eficácia relativa com controlo da bola e uma resposta defensiva pela frente da baliza a activar uma acção final com remate.

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A análise dos comportamentos na defesa tem vindo a despertar o interesse de alguns autores (Lima, 2008; Sousa, 2000), o que tem contribuído para a sistematização de um conjunto de dados respeitantes à organização, funcionamento e comportamentos no jogo de Andebol. Este estudo visa caracterizar a fase da defesa, analisar os comportamentos utilizados durante esta fase pelas equipas femininas dos escalões de iniciados e juvenis durante os jogos, nas etapas do processo de formação das jogadoras, caracterizar o tipo de treino de defesa realizado pelas equipas em três momentos diferentes e relacionar a percepção dos treinadores entre a teoria e a prática. Para a realização do estudo recorremos à Metodologia Observacional. Foram construídos e validados dois instrumentos de observação: um destinado à recolha de dados dos treinos e outro dos jogos. Foi elaborado e validado um questionário aplicado aos treinadores das equipas. A amostra é composta por 72 treinos e 24 jogos de oito equipas dos escalões de iniciadas (4) e juvenis (4) do Funchal da Associação de Andebol da Madeira. Para a detecção dos padrões comportamentais utilizou-se a técnica estatística de análise sequencial com transições. Os resultados do estudo permitiram concluir que: a) Os treinadores consideram importantes os sistemas defensivos 3:3, 3:2:1 e HxH; b) Do tempo total de treino, os treinadores dedicam 15,72% e 14,25% ao treino da defesa, nas juvenis e iniciadas, respectivamente; c) Os exercícios gerais são os mais utilizados, com valores de 33,1% (iniciadas) e 34,6%(juvenis); d) Durante a competição, os sistemas defensivos mais utilizados foram o 6:0 e o 5:1; e) É significativa a probabilidade das defesas abertas inibirem o golo sofrido e activarem a defesa do Guarda-redes; f) A recuperação defensiva passiva activa a probabilidade de sofrer golo; g) A probabilidade da recuperação da bola ser precedida pela recuperação activa é significativa.

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Atualmente, o ensino de matemática tem sido configurado, pelos estudantes, como algo de difícil compreensão e pouca utilidade prática, comprometendo diretamente o processo de aprendizagem. Partindo dessa realidade, esse estudo objetiva descrever se existe inovação pedagógica na aprendizagem de matemática mediante o uso de jogos cooperativos. Foi considerado relevante, visto que visa conhecer se há mudança paradigmática em relação ao modo como o processo de aprendizagem dos conteúdos matemáticos é facilitado aos estudantes, com o uso de jogos cooperativos. Esse estudo esteve inserido na concepção de inovação pedagógica conforme delineado por Fino (2011), o qual concebe a inovação como uma mudança paradigmática no modelo tradicional de ensino. Os pressupostos teóricos que embasaram esse estudo foram autores que pesquisam a temática “jogos cooperativos em contexto escolar”. Essa investigação teve abordagem qualitativa do tipo descritiva e inspiração etnográfica realizada durante o período de janeiro a julho de 2014 na Unidade Escolar SESI Petrolina, Pernambuco, Brasil. Participaram 31 sujeitos, sendo 01 professora de matemática e 30 estudantes do 2º ano do Ensino Médio. Os instrumentos utilizados na coleta de dados foram: observação participante, diário de campo, análise de documentos e entrevista aberta, os quais foram analisados a partir da perspectiva de Bardin (2009). Essa investigação apresentou que, apesar dos conteúdos de matemática serem considerados pelos alunos como sendo de difícil compreensão e aprendizagem, quando o professor realiza atividades diferenciadas, tais como, mediante o uso de jogos cooperativos, visando romper com modelo tradicional de ensino, é possível mobilizar e direcionar o desejo do aluno para aprender de forma dinâmica, motivadora, prazerosa e autônoma. Desse modo, consideramos que a prática pedagógica da professora colaboradora objetiva possibilitar momentos de aprendizagens distintas do modelo tradicional por valorizar e promover espaços de aprendizagens onde o aluno possa ser compreendido como construtor do seu processo de aprendizagem.

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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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The inter-subjectivity is the answer in the search for the solution of complex problems, which concerns interfaces of knowledge, respecting their borders. This paradigm is essential in the author's work. So, the search on screen is based on this perspective, by using inter-subject groups of work conduced by professionals of Computer Science, Social Communication, Architecture and Urbanism, Pedagogy, Psicopegagogy, Nutritional Science, Endocrinology, Occupational Therapy and Nursing, it was also part of this group an 8 year old child, daughter of one of the professional who took part of the group. This thesis aims to present the course of investigation developed, analyzing the action of inter-subject Occupational Therapy and Nutrition on the promotion of learning nutritional concepts through educative-nutritional games in order to prevent child's obesity in an educative context. The research was analytic, interventionist and almost experimental. It took place in a public school in Fortaleza, Ceará, Brazil, between August and December 2004. It was selected a sample non-probabilistic, by convenience, of 200 children, born from 1994 to 1996. It was selected almost nonprobabilistically, by convenience, 200 children born between 1994 and 1996. To analyze the results it was used a triangulation, associated by quantitative and qualitative approaches. The basis collect happened through games specially manufactured to these research- video-games, board games, memory games, puzzles, scramble, searching words and iterative basics. There were semi-structured interviews, direct and structured observations and focus in-groups. It was noticed the efficiency of educativenutritional games in the learning process, which lead to a changing of attitude towards the eating choices. These games gave similar results in relation to the compared variations preferences, experience and attitudes, theses attitudes were observed through the game; and the categories to compare the possibility of learning by playing, the fantasy in the learning process, learning concepts of nutritional education and the need of help in the learning process (mediation). It was proved that educativenutritional games could be used to teach nutritional concepts, in an inter-subjective action of Occupational Therapy and Nutrition in schools. The simultaneous application of these games lead to the optimization of child s learning process. It should be emphasized the need of studies about the adaptation of tools used in a child s Nutritional Education, with the help of inter-subjective action. Because just one subject, in a fractionated way can give an answer to complex problems and help to a change of the reality with effectiveness and resolution

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The epilepsy is one of the neurological disorders more common in the pediatric period, and which interferes significantly in the psycho and social life of children and teenagers. The objective of this study was analyzing the practice of sedentary practices, physicals, traditional infant fun and games of children and teenagers with and without epilepsy. The study was prospective, transversal descriptive, done with 60 children and teenagers with epilepsy (Epileptic Group - EG) patients from Pediatric Neurology Clinic of the Centre Integrated Health Lineu Araújo and 60 children and teenagers without epilepsy (Control Group - CG) students from municipal public school, both of the two groups paired with the same age (age group 7 to 14 years) of both the genders (female = 25/41,6% and male = 35/58,3%) of the Teresina city Piauí. It was done two pattern questionnaires, one applied to children and teenagers of the EG and CG to identify the sedentary activities, physical and traditional infant games and other to the parents/responsible of the EG about the clinical and demographic information. The results permitted the elaboration of two manuscripts: a) the first one titled The Practice of Sedentary and Physical Activities of Children and Teenagers with Epilepsy which showed significant difference in the sedentary activities of playing with car toy (p=0,021) to the EG and reading to the CG (p=0,001); in the physical activities the school physical education (p=0,001) and riding a bike (p=0,014) to the CG; b) the second one The Practice of Infant Games and Fun the children and teenagers with and without Epilepsy in this one the playing with marble presented significant difference (p=0,016) to the CG, despite the girls of the two groups don t do this activity. Observing the distribution of frequencies, it was verified that in the play catch-up and hide-and-seek and burn the EG plays more than the CG both in female and male gender. The girls of the EG play less skip, 60 while the boys of the two groups don t play. Elastic jump the girls of the two groups play in a same frequency and the boys don t participate of this fun. The seizures were found to occur during: soccer (23,3%); hide-and-seek (6,6%) and running (3,3%). In the sedentary activities, seizures were reported to occur: resting and watching TV (18,3%), sleeping (36,0%); sitting (13,3%) and lying down (11,7%). Our results showed that the epileptic group and the controls group engage in the same activities, although the epileptic group participates less than the controls. Although the EG had presented a bigger percentage of generalized attacks, they don t occur during the practice of formal physical activities. The research was developed by a multidisciplinary team, and this contributed a lot to the realization of this study

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In the direction of questing a sociology that considers the flesh dimension of the existence, that favors to think the body while place of the production of the knowledge, our itinerary of research is characterized for the reflection on the gesture of the body as power of life and production of knowledge, recognizing the precision of the gesture as a privileged breach of comment of the collective life, of the projection and registration of the culture, of the symbolic, of the sensitivity. Our problematic can be meet in the possibility to enhance an open and sensible rationality, tattooed in the body and accessible for the gestures, that its materialized in the relations of the human being with the other and the world, in singular and collective relations. Therefore, the gesture, constructed in the intention the experience of the body, can tell us about the human being, the society and the culture, therefore the sensed of the gestures is constructed from the established and recognized mutual actions for the citizens. It is in this field of production of the knowledge, of knowing of the meat that we direct our perception, in the challenge to immerge into the intention of the gesture in the capoeira game. Of the methodological point of view, for the analysis of the gestures of the capoeira, therefore, of the body as knowledge power, we consider registers of images as well as narratives registers of the universe of the capoeira, as well as my experience of more than seven years in the group of capoeira cordão de ouro1. A epistemological exercise has as support a qualitative research where parts of the quantity of images of the investigated group, as well as interviews, daily registers in of field and over all my experience of life next to the group and to the capoeira, in intention to recognize symbols tattooed in the body and for it produced in the inter subjectivists relations. We search therefore, to evidence sensible and meanings drawn for the gesture and evidenced by the look of the researcher. We presents as objectives of this inquiry to nuance ribbings around of the social and cultural elements in the production of the knowledge of the body, of the gesture, weaveeed for the sensible rationality

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To think about a school that is for everyone has been a challenge for many people connected to education worldwide demanding from researchers of each level of knowledge an association to such effort. The study presented on this paper unites itself to the voices, movements and researches of these scholars, seeking to contribute on building possibilities on which mathematics can be thought and worked on schools in order for every student to learn, whether they have some sort of deficiency, disorders, syndromes or not. This essay has the goal to investigate the possibilities of inclusive pedagogical practices mediated by math games with rules, developed and used throughout the Universal Design perspective; a qualitative research took place with a collaborative methodology that involved managers, teachers and students from a public school situated on the city of Natal/Brazil. On the investigation math games with rules were developed and made according to the Universal Design concept, starting from initial studies which articulated theoretical groundings to the reality of school and the teacher s conceptions. After that, classes using these tools were planned collectively which oriented inclusive pedagogical practices of classes from the 1st to the 4th year of elementary school. Throughout the process many instruments such as: tape recording, video footages, notes from the researcher; the teachers and the students were used for constant work evaluation and also to record the research data. In the end, the data indicated effective contributions of the mediated pedagogical practices by games with rules under the perspective of Universal Design for Inclusive Mathematics Education

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The Bola-DRB3 gene participates in the development of the immune response and is highly polymorphic. For these reasons, it has been a candidate gene in studies of the genetic basis of disease resistance and in population genetic analysis. South American native cattle breeds have been widely replaced by improved exotic breeds leading to a loss of genetic resources. In particular South American native breeds have high levels of fertility and disease resistance. This work describes genetic variability in the BoLA-DRB3 gene in native (Caracu, Pantaneiro, Argentinean Creole) and exotic (Holstein, Jersey, Nelore, Gir) cattle breeds in Brazil and Argentina. PCR-RFLP alleles were identified by combining the restriction patterns for the BoLA-DRB3.2 locus obtained with RsaI, BstY, and HaeIII restriction enzymes. Allelic frequencies and deviations from the Hardy-Weinberg equilibrium were also calculated. Analysis of the 24 BoLA-DRB3 PCR-RFLP alleles identified showed differences in the allele distributions among breeds.

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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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The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with games