Learning Games
Mostrando 13-24 de 147 artigos, teses e dissertações.
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13. Jogos Digitais e Aprimoramento do Controle Inibitório: um Estudo com Crianças do Atendimento Educacional Especializado
RESUMO: A interação com jogos digitais pode ter impacto sobre as funções executivas e oferecer contribuições à educação. Dentre as dimensões das funções executivas, destaca-se o controle inibitório e sua importância para o autocontrole, atenção seletiva, controle dos impulsos e adequação do comportamento. Diante disso, propôs-se intervenç
Rev. bras. educ. espec.. Publicado em: 2019-03
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14. Un enfoque basado en juegos educativos para aprender geometría en educación primaria: Estudio preliminar
Abstract Learning geometry is paramount in mathematics to identify geometric shapes and learn their properties. The use of educational games in the classroom offers new opportunities to motivate students and to learn mathematics in daily-life contexts from a socio-constructivist perspective within the fallibilist and quasi-empiricist positions. The aim of th
Educ. Pesqui.. Publicado em: 21/02/2019
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15. Development of a skateboarding trick classifier using accelerometry and machine learning
Abstract Introduction Skateboarding is one of the most popular cultures in Brazil, with more than 8.5 million skateboarders. Nowadays, the discipline of street skating has gained recognition among other more classical sports and awaits its debut at the Tokyo 2020 Summer Olympic Games. This study aimed to explore the state-of-the-art for inertial measurement
Res. Biomed. Eng.. Publicado em: 2017-10
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16. Distance learning for training business game tutors
Abstract This work is the result of research that proposes the incorporation of Distance Learning into a Business Game as a strategy to enhance tutor training, considering entrepreneurship difficulties faced by public school teachers. Part of the problem could be attributed to subject type, because, in general, it is not common to find entrepreneurship on sc
Prod.. Publicado em: 24/07/2017
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17. Signatures factory: a dynamic alternative for teaching - learning layout concepts and waste disposal
Abstract The use of games and simulation has now spread as a teaching support tool of engineering. This article aims to discuss this reality and this need, presenting as proposed a didactic game in a signature’s factory. From this, it was suggested that the participants involved modify the simulated factory environment through the knowledge acquired during
Prod.. Publicado em: 10/04/2017
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18. Games as a measure of reading and writing generalization after computerized teaching of reading skills
Abstract Behavior Analysis is usually accused of not being able to account for the generalization of verbal behavior that is present in linguistically competent individuals. However, several behavior analytic studies investigate this theme, and gamification has been seen as a useful way to study generalization. The purpose of this study was to evaluate readi
Psicol. Reflex. Crit.. Publicado em: 20/06/2016
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19. Aprendizaje Basado en Juegos Digitales en Niños con TDAH: un Estudio de Caso en la Enseñanza de Estadística para Estudiantes de Cuarto Grado en Colombia
The current situation of technological innovation in education introduces a new insight into digital games, highlighting their pedagogical value. Considering this panorama, we propose digital game based learning, more specifically with massive multiplayer online games, as a favorable setting to enhance performance by children with ADHD (Attention-Deficit Hyp
Rev. bras. educ. espec.. Publicado em: 2015-03
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20. Fonologia e alfabetização: efeitos de um programa de intervenção para recuperação de alunos do 5 ano do Ensino Fundamental com atrasos na aprendizagem da linguagem escrita
The cognitive psychology has contributed much to the development of scientific knowledge about learning the written language. Pedagogical intervention programs demonstrate positive results in reading and writing with the use of procedures to develop phonological awareness, stimulating the individual s perception to the phonological structure of the language
IBICT - Instituto Brasileiro de Informação em Ciência e Tecnologia. Publicado em: 23/10/2012
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21. Números inteiros: panorama de pesquisas produzidas de 2001 a 2010
The purpose of this study was to make an assessment of dissertations and thesis in Mathematics Education and Mathematics prepared between 2001 and 2010, produced in four universities: PUC-SP; UNESP; UNICAMP and USP, which focus was the content of whole numbers in the teaching and learning process. It is about a document study named state-of-the-art. In accor
IBICT - Instituto Brasileiro de Informação em Ciência e Tecnologia. Publicado em: 09/10/2012
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22. Aprendizado motor após treinamento baseado em realidade virtual na Doença de Parkinson: efeitos das demandas motoras e cognitivas dos jogos / Motor learning after virtual reality-based training in Parkinson\ s disease: effect of motor and cognitive demands of games
O objetivo principal deste estudo foi investigar a aprendizagem de pacientes com Doença de Parkinson (DP) em 10 jogos do vídeo game Nintendo Wii Fit Plus®, com diferentes demandas motoras e cognitivas, por meio das modificações do desempenho após o treinamento, comparando-a com a aprendizagem de indivíduos saudáveis da mesma faixa etária, em um estu
IBICT - Instituto Brasileiro de Informação em Ciência e Tecnologia. Publicado em: 31/08/2012
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23. Considerações sobre corporeidade e leitura de mundo na formação escolar
Culture is the result of production of signs and symbols that are social in language structure. Languages are products and productions of different kinds of texts, communicated through gestures, orality, writing, drawings, music, games, finally, all the interfaces possible the exchange of information with a view to understanding and expression of reality. It
IBICT - Instituto Brasileiro de Informação em Ciência e Tecnologia. Publicado em: 04/07/2012
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24. SERIOUS GAMES IN VIRTUAL WORLDS: AN APPROACH TO SOFTWARE TESTING TEACHING AND LEARNING / JOGOS SÉRIOS EM MUNDOS VIRTUAIS: UMA ABORDAGEM PARA O ENSINO-APRENDIZAGEM DE TESTE DE SOFTWARE
Este trabalho apresenta uma abordagem de aprendizagem baseada em jogos utilizando o jogo sério denominado Jogo da Equipe de Teste de Software (JETS), que é um jogo em três dimensões, multiplayer e foi desenvolvido no mundo virtual OpenSim. Esse jogo simula o setor de Teste de Software de uma empresa de desenvolvimento de sistemas e visa a proporcionar co
IBICT - Instituto Brasileiro de Informação em Ciência e Tecnologia. Publicado em: 04/04/2012