933 resultados para Jogos Esportivos Coletivos
Resumo:
Curso de Tecnologia Sucroalcooleira. Disciplina de Tecnologia de Produção de Açúcar. Ilustração. Dimensão: 6759x3378. Tamanho: 1.217 Kb.
Resumo:
O item não apresenta o texto completo, para aquisição do livro na íntegra você poderá acessar a Editora da UFSCar por meio do link: www.editora.ufscar.br
Resumo:
Esta videoaula pertence ao curso de "Desenvolvimento de jogos' oferecido pela Secretaria de Educação à Distancia (SEAD) da Universidade Federal de São Carlos (UFSCar)
Resumo:
Esta videoaula pertence ao curso de "Desenvolvimento de jogos' oferecido pela Secretaria de Educação à Distancia (SEAD) da Universidade Federal de São Carlos (UFSCar)
Resumo:
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.
Resumo:
Nos Jogos Desportivos Colectivos o estudo do jogo, a partir da observação das condutas dos jogadores e das equipas, vem permitindo um aumento do conhecimento sobre os mesmos, sendo um contributo importante tanto para a aprendizagem como para o aumento da eficácia das acções desportivas. O presente trabalho utilizou a Metodologia Observacional e análise sequencial para a caracterização do nível de eficácia no Mini-Voleibol, entendido como o resultado que se obtém através do desempenho. Pretendeu-se, efectuando uma análise centrada no jogo: (1) detectar relações de associação e dependência sequenciais entre unidades de conduta; (2) tipificar as acções que se associam a um desempenho eficaz, ao nível da formação inicial no Voleibol; (3) pesquisar indicadores, para determinar o objectivo dos exercícios a desenvolver no treino, dando maior ênfase, aos procedimentos táctico-técnicos que a análise demonstre mais débeis no jogo. A amostra do estudo foi constituída pela totalidade dos rallies observados em oito jogos das equipas femininas participantes no Encontro Nacional de Mini-Voleibol referente à época 2005-2006. Efectuou-se a análise descritiva e sequencial dos dados, utilizando a técnica das transições ou retardos de uma forma prospectiva e retrospectiva. Os resultados do presente estudo permitiram concluir: (1) a organização colectiva das acções no jogo (4x4) revela fraca eficácia ofensiva, havendo pouca progressão da bola para a rede. Em 35.7% dos comportamentos a bola é reenviada ao 2º toque para o campo adversário. Em 64.3% dos desempenhos, a construção do ataque é organizada, utilizando os três toques; (2) no serviço efectuado por cima é significativa a probabilidade de ocorrer erro na recepção efectuada em manchete, enquanto o serviço efectuado por baixo inibe a ocorrência de erro na recepção em manchete; (3) o passe em suspensão é o mais utilizado, com 47.2 % no total dos recursos de ataque observados ao 3º toque, nos rallies registados; (4) é significativa a probabilidade da conduta ataque com êxito ser antecedida pela distribuição em passe continuado e precedida pela defesa em manchete com erro; (5) o erro na defesa tem uma probabilidade significativa de ser precedida de distribuição em passe e ataque com êxito. (6) As acções de jogo no Mini-Voleibol feminino (4x4), nos rallies observados, concentram-se maioritariamente nos ⅔ do campo, mais próximos da rede (85 %).
Resumo:
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.
Resumo:
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
Resumo:
Based on the proposal entitled anti-prohibitionist, contrary to prohibition and illegality of cannabis and its use, the anti-prohibitionist Collectives proposes to discuss the topic of drugs, especially marijuana, aiming decriminalization and legalization of this psychoactive. With this idea was articulated anti-prohibitionist movement in Natal, by organizing collectives that discuss issues related to drug use and conduct activities directed to this issue, such as Marijuana Marches and Cycles of Debates anti-prohibitionist. In this study we sought to understand the positioning in social and cultural terms, the marijuana users participating of the collectives, on the situation of illegality of their actions, in front of social, legal and moral question involved in the illicit psychoactive, through initiatives conferences, events and demonstrations for this purpose
Resumo:
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
Resumo:
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
Resumo:
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
Resumo:
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
Resumo:
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
Resumo:
Avaliou-se o uso de linguagem documentária alfabética de catálogos coletivos, na perspectiva das bibliotecas universitárias e no contexto sociocognitivo dos indexadores e dos usuários. Concluiu-se que o uso adequado de linguagens documentárias de áreas científicas especializadas faz-se por meio da avaliação quanto à atualização, especificidade e compatibilidade para atender às necessidades de indexação e recuperação da informação.