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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

O \"Estado da Arte\" da produção de teses e dissertações sobre games - entendidos como forma de comunicação - no banco de dados Capes realizadas entre 1987 e 2010 / The \"State of the Art\" at Thesis e Dissertation Production about Games - understood how comunication form - on CAPES\'s database between 1987 e 2010.

Lourenço, Carlos Eduardo 07 August 2012 (has links)
Esta dissertação estabelece um \"Estado da arte\" sobre os Games a partir do banco de teses e dissertações da CAPES entre os anos de 1987 e 2010, e tem como principal objetivo mapear e discutir a produção acadêmica brasileira cujo objeto de estudo ou tema central são estes recursos tecnológicos, em seu estatuto comunicacional, lúdico e educacional. A problematização da pesquisa propõe a discussão sobre a forma em que os games são entendidos nessas práticas educacionais, meios de comunicação na sua mediação tecnológica com os distintos setores do conhecimento. A hipótese levantada diz respeito a se o Game, como objeto de pesquisa, pode se constituir como uma estratégia de comunicação relevante para formação, no que se refere aos estímulos e motivações considerados em tais processos. Portanto, a principal contribuição deste trabalho consiste em estabelecer uma base informacional que responda aos aspectos e dimensões que vêm sendo destacadas e privilegiadas no período assinalado e nos lugares em que têm sido produzidas. A metodologia subjacente toma como princípio uma análise bibliográfica e documental, assim como uma exaustiva análise quantitativa dos dados oferecidos. Deste modo, a estrutura da dissertação contempla um primeiro capítulo que aborda o surgimento do game no contexto da \"sociedade em rede\", contextualizada na era digital da informação em tempos de globalização, assim como, no conceito de interatividade mediada pelo computador diante da eminência da tecnologia no mercado brasileiro. Em um segundo capítulo trata-se do game a partir das diferentes classificações tomando como referência principal suas finalidades no âmbito social, psicológico e comunicacional. Por fim, o terceiro capítulo trata especificamente do \"estado da arte\" da pesquisa dos Games no Brasil. Configurando assim, a sistematização e categorização dos resultados: como crítica aos meios de comunicação digital; à relação entre games e saúde físico-motora; aos elementos constitutivos do jogo; à sua inserção nos processos educacionais; e, à conectividade com as redes mundiais. Por fim, discute-se a produção científica stricto sensu no Brasil que cruza o Game com a educação. / This dissertation establishes a \"state of the art\" on the Games from the database of theses and dissertations from CAPES between the years 1987 and 2010, and has as main objective to map and discuss the Brazilian academic production, whose object of study or theme is these technological resources, their status in communication, entertainment and education. The problematic of research proposes a discussion about the way games are understood in these educational practices, the media in its technological mediation with the distinct sectors of knowledge. The hypothesis relates to the game, as a research subject can be constituted as a communication strategy relevant to training, with regard to incentives and motivations considered in such cases. Therefore, the main contribution of this paper is to establish an information base that responds to the aspects and dimensions that have been highlighted and privileged in the indicated period and in places that have been produced. The principle underlying methodology takes as a literature review and documentary, as well as a comprehensive quantitative analysis of the data provided. Thereby, the structure of the dissertation includes a first chapter that discusses the rise of the game in the context of the \"network society\", contextualized in the digital age of information in times of globalization, as well as the concept of computer mediated interactivity on the brink technology in the Brazilian market. In a second chapter covers up the game from different classifications with reference to their main purposes in the social, psychological and communicational. Finally, the third chapter deals specifically with the \"state of the art\" research of the Games in Brazil. Setting thus the systematization and categorization of results such as criticism of digital media, the relationship between games and health-physical fitness; the constituent elements of the game, its inclusion in the educational processes, and connectivity to global networks. Finally, we discuss the strictly scientific production in Brazil which crosses the Game with education.
2

O \"Estado da Arte\" da produção de teses e dissertações sobre games - entendidos como forma de comunicação - no banco de dados Capes realizadas entre 1987 e 2010 / The \"State of the Art\" at Thesis e Dissertation Production about Games - understood how comunication form - on CAPES\'s database between 1987 e 2010.

Carlos Eduardo Lourenço 07 August 2012 (has links)
Esta dissertação estabelece um \"Estado da arte\" sobre os Games a partir do banco de teses e dissertações da CAPES entre os anos de 1987 e 2010, e tem como principal objetivo mapear e discutir a produção acadêmica brasileira cujo objeto de estudo ou tema central são estes recursos tecnológicos, em seu estatuto comunicacional, lúdico e educacional. A problematização da pesquisa propõe a discussão sobre a forma em que os games são entendidos nessas práticas educacionais, meios de comunicação na sua mediação tecnológica com os distintos setores do conhecimento. A hipótese levantada diz respeito a se o Game, como objeto de pesquisa, pode se constituir como uma estratégia de comunicação relevante para formação, no que se refere aos estímulos e motivações considerados em tais processos. Portanto, a principal contribuição deste trabalho consiste em estabelecer uma base informacional que responda aos aspectos e dimensões que vêm sendo destacadas e privilegiadas no período assinalado e nos lugares em que têm sido produzidas. A metodologia subjacente toma como princípio uma análise bibliográfica e documental, assim como uma exaustiva análise quantitativa dos dados oferecidos. Deste modo, a estrutura da dissertação contempla um primeiro capítulo que aborda o surgimento do game no contexto da \"sociedade em rede\", contextualizada na era digital da informação em tempos de globalização, assim como, no conceito de interatividade mediada pelo computador diante da eminência da tecnologia no mercado brasileiro. Em um segundo capítulo trata-se do game a partir das diferentes classificações tomando como referência principal suas finalidades no âmbito social, psicológico e comunicacional. Por fim, o terceiro capítulo trata especificamente do \"estado da arte\" da pesquisa dos Games no Brasil. Configurando assim, a sistematização e categorização dos resultados: como crítica aos meios de comunicação digital; à relação entre games e saúde físico-motora; aos elementos constitutivos do jogo; à sua inserção nos processos educacionais; e, à conectividade com as redes mundiais. Por fim, discute-se a produção científica stricto sensu no Brasil que cruza o Game com a educação. / This dissertation establishes a \"state of the art\" on the Games from the database of theses and dissertations from CAPES between the years 1987 and 2010, and has as main objective to map and discuss the Brazilian academic production, whose object of study or theme is these technological resources, their status in communication, entertainment and education. The problematic of research proposes a discussion about the way games are understood in these educational practices, the media in its technological mediation with the distinct sectors of knowledge. The hypothesis relates to the game, as a research subject can be constituted as a communication strategy relevant to training, with regard to incentives and motivations considered in such cases. Therefore, the main contribution of this paper is to establish an information base that responds to the aspects and dimensions that have been highlighted and privileged in the indicated period and in places that have been produced. The principle underlying methodology takes as a literature review and documentary, as well as a comprehensive quantitative analysis of the data provided. Thereby, the structure of the dissertation includes a first chapter that discusses the rise of the game in the context of the \"network society\", contextualized in the digital age of information in times of globalization, as well as the concept of computer mediated interactivity on the brink technology in the Brazilian market. In a second chapter covers up the game from different classifications with reference to their main purposes in the social, psychological and communicational. Finally, the third chapter deals specifically with the \"state of the art\" research of the Games in Brazil. Setting thus the systematization and categorization of results such as criticism of digital media, the relationship between games and health-physical fitness; the constituent elements of the game, its inclusion in the educational processes, and connectivity to global networks. Finally, we discuss the strictly scientific production in Brazil which crosses the Game with education.
3

Les politiques d’inclusion digitale en Amérique latine : de la rénovation éducative à la recomposition de l’Etat (Argentine, Paraguay, Pérou, Uruguay) / Digital inclusion policies in Latin America : from educational renowal to state transformation (Argentina, Paraguay, Peru, Uruguay)

Larrouqué, Damien 15 September 2016 (has links)
L’enjeu de cette thèse est de mettre en lumière les transformations institutionnelles observables en Amérique latine à l’aune de la gestion des politiques d’inclusion digitale. Instaurés par certains pays de la région au milieu des années 2000, ces programmes socio-éducatifs s’inspirent de l’initiative promue par la fondation philanthropique nord-américaine One Laptop Per Child (OLPC). Ces politiques publiques ont pour double caractéristique d’être relativement coûteuses en termes financiers et d’être, sur le plan logistique, très contraignantes à administrer. Aussi, selon notre postulat de départ, elles nous permettent non seulement d’illustrer le « retour de l’Etat » en matière d’investissement social, mais encore d’apprécier son efficacité à l’heure de mettre en œuvre des initiatives présentées comme révolutionnaires. D’après notre principale hypothèse, leur concrétisation a été conditionnée par la capacité des pouvoirs publics à innover en matière de gestion administrative. La plus-value académique de ce travail repose sur le concept d’Etat néo-wébérien, lequel se situe à mi-chemin entre le modèle bureaucratique classique et le New Public Management. Nous soutenons que les programmes d’inclusion digitale étudiées (plan Ceibal en Uruguay, plan Conectar Igualdad en Argentine, plan Una Computadora por Niño au Pérou, plan OLPC au Paraguay) ont été couronnés de succès dans les deux pays du Bassin de la Plata (Argentine et Uruguay) qui ont su emprunter le plus aux caractéristiques de cette conception, certes idéal-typique, mais néanmoins éclairante à l’heure d’appréhender la réalité des mutations contemporaines de l’Etat en Amérique latine. / Our ambition is to bring to light the institutional transformations that derive in Latin America from the implementation of digital inclusion policies. These social and educational programs have taken inspiration from the project of the One Laptop Per Child foundation and they have been instituted in some South-American countries during the last decade. We consider that these public policies present two interesting characteristics. On the one hand, being very costly from a financial perspective, they illustrate the “return of the state” in terms of social investment. On the other hand, because they are logistically complex to run, they can be seen as examples of a new and effective policy-making process. Our main hypothesis is that their successful implementation has been triggered by the capacity of public authorities to innovate in the field of administrative management. The academic interest of our dissertation rests on the concept of Neo-weberian State. It designs a new institutional configuration, which borrows some properties from two administrative paradigms: the bureaucratic model of Weber and the New Public Management. Taking into consideration four digital inclusion policies, we argue that the successful implementation of two of them (the programs Ceibal in Uruguay and Conectar Igualdad in Argentina) can be explained by the use of a neo-weberian form of political and administrative management. In our opinion, although it remains an ideal type, the concept of “Neo-Weberian State” is considerably useful for whoever analyses the transformations of public institutions in Latin America.
4

Évaluation et prise en charge des troubles émotionnels par le biais des nouvelles technologies / New technologies to assess and take care emotional disorders

Gros, Auriane 04 December 2017 (has links)
Émotions et nouvelles technologies apparaissent le plus souvent comme une alliance impossible. Pourtant, ces dernières années, les nouvelles technologies, telles que les capteurs portés et les logiciels de reconnaissance d’activités, ont permis une évaluation plus fine des émotions. A travers cette thèse notre objectif était de développer et de tester divers instruments technologiques permettant l’évaluation et la prise en charge des émotions que ce soit au niveau comportemental, physiologique ou cognitif. Nous avons commencé par faire un état des lieux des nouvelles technologies disponibles pour l’évaluation et la prise en charge des troubles émotionnels. Nous avons ensuite recueilli les recommandations d’experts pour leur utilisation ainsi que l’avis des internes de psychiatrie et des médecins généralistes. Au sein de notre deuxième étude, nous avons développé un test informatisé permettant de mesurer les défauts de ressenti et de régulation des émotions propres aux composantes physiologique et cognitive des émotions. Notre troisième étude a consisté à élaborer une prise en charge des troubles émotionnels dans ces deux composantes par une immersion sensori-virtuelle et à étudier l’effet de cette dernière sur le langage de patients avec et sans troubles cognitifs. Enfin, notre quatrième étude a visé à développer une plateforme automatisée d’évaluation et de prise en charge des troubles émotionnels dans la composante comportementale. Nous avons développé et évalué l’intérêt des algorithmes de reconnaissance d’activité pour leur détection et des solutions non pharmacologiques basées sur l’aromathérapie, la musicothérapie et les serious games pour leur prise en charge. / Emotions and new technologies often sound as an impossible association. However, in recent years, new Information and Communication Technologies (nICT) such as wearable sensors and software for activity recognition have enabled to assess emotions more accurately. This dissertation aimed at developing and testing various nICT-based tools allowing a better assessment and management of emotions, either at the behavioral, physiological or cognitive level. I started with a literature review of the existing nICT for the assessment and management of emotional disorders. I then gathered recommendations for the use of nICT from experts in the field, as well from interns in psychiatry and general practitioners (Study 1). Next, I developed a computerized test to assess impairments in emotional experience and emotion regulation at the physiological and cognitive level (Study 2). Study 3 consisted in developing a tool to manage emotional disorders at the physiological and cognitive level by means of a multisensory, virtual immersion, and assessing the effects of this immersion on the verbal ability of patients with and without cognitive impairment. Finally, in Study 4 I developed an automated platform for the assessment and management of emotional disorders at the behavioral level. In this context, I developed and evaluated the interest of employing activity recognition algorithms for the detection of behavioral emotional disorders, and I evaluated the effects of nonpharmacological solutions based on aromatherapy, music therapy and serious games for the management of these disorders.
5

Os canais de comunicação como ferramentas de interação entre profissionais do centro de mídias de educação do Amazonas

Oliveira, Jefferson Lima de 20 December 2017 (has links)
Submitted by Renata Lopes (renatasil82@gmail.com) on 2018-03-27T11:25:58Z No. of bitstreams: 1 jeffersonlimadeoliveira.pdf: 4880365 bytes, checksum: 59d36912e56067f633ba4465ccff03f7 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2018-04-09T19:16:51Z (GMT) No. of bitstreams: 1 jeffersonlimadeoliveira.pdf: 4880365 bytes, checksum: 59d36912e56067f633ba4465ccff03f7 (MD5) / Made available in DSpace on 2018-04-09T19:16:51Z (GMT). No. of bitstreams: 1 jeffersonlimadeoliveira.pdf: 4880365 bytes, checksum: 59d36912e56067f633ba4465ccff03f7 (MD5) Previous issue date: 2017-12-20 / A presente dissertação foi desenvolvida no âmbito do Mestrado Profissional em Gestão e Avaliação da Educação (PPGP) do Centro de Políticas Públicas e Avaliação da Educação da Universidade Federal de Juiz de Fora (CAEd/UFJF). O caso de gestão a ser estudado busca compreender a dinâmica da estrutura do ensino médio presencial com mediação tecnológica ofertado pela Secretaria de Educação e Qualidade de Ensino (SEDUC/AM) a partir do Centro de Mídias de Educação do Amazonas (CEMEAM), departamento que, desde o ano de 2007, atende escolas do meio rural do estado. Elementos da Educação à Distância (EaD) são aplicados nesta dinâmica de transmissão das aulas, que conta com o apoio de equipamentos de informática e softwares que permitem aos Professores Ministrantes, localizados na capital, Manaus, lecionarem seus conteúdos para um grande número de estudantes, em tempo real. Além da análise de questões relacionadas à manutenção de equipamentos e/ou de profissionais qualificados para manipular os materiais das aulas, fez-se necessário propor soluções para a questão central desta pesquisa: de que forma é possível superar as limitações comunicacionais entre os profissionais da sede e dos municípios dentro da estrutura de ensino presencial com mediação tecnológica no estado do Amazonas? Ou seja, a relação comunicacional entre os profissionais da sede da SEDUC, que é a transmissora das aulas, e os profissionais das comunidades participantes, foi o principal aspecto da discussão proposta nesta dissertação, a partir das dificuldades no uso dos canais de comunicação existentes relatadas pelos profissionais a partir de pesquisa de campo com os envolvidos. O objetivo central desta pesquisa, portanto, foi o de analisar os problemas técnicos e operacionais que prejudicam o processo de comunicação entre os profissionais do CEMEAM e os das escolas participantes do ensino mediado por tecnologia do estado do Amazonas. Também foram necessários, enquanto objetivos específicos, descrever o processo de produção, transmissão e compartilhamento de informações entre os profissionais do CEMEAM, bem como propor soluções, a partir da elaboração de um Plano de Ação Educacional (PAE), para otimizar os processos de comunicação sede-municípios dentro desta estrutura de ensino. / The following thesis was developed as part of the Master’s Degree in Management and Evaluation for education (PPGP) from the Education Evaluation and Public Politics Department of Universidade Federal de Juiz de Fora (CAEd/ UFJF). The management case to be studied aims at understanding the dynamic performance of formal teaching in high school structure through technological assistance offered by Secretaria de Educação do Estado do Amazonas (SEDUC/AM) at Centro de Mídias de Educação do Amazonas (CEMEAM), a department which assist schools from the rural area since 2007. Elements of e-learning are applied in this classes transmission mechanism, which lies down its support on IT equipaments and softwares which allow the e-learning teachers, placed in the capital city, Manaus, to teach to a large amount of students in real time. Besides the analyses of issues related to the equipment’s maintenance and competent professional to manipulate class materials, it is necessary to suggest solutions for the main issue of this research: in what ways it is possible to overcome the communicational limitations among the professionals from the capital city and rural areas inside the e-learning with technological assistance at Amazonas federal state? In other words, the communicational relationship amidst the professionals from Seduc’s head-office, which is in charge to broadcast the classes, and the teachers from the small towns, was the main concern proposed by this thesis, from the difficulties in the usage of the communication channels reported by the professionals through a field reaserch with all those involved. The main aim of this research, thus, consists in analyzing the technical problems that can demage the communicational process between the professionals from CEMEAM and the ones from the participant schools in e-learning through technology Amazonas federal state. Also was necessary, whilst specific goals, to describe production process, information transmission and sharing among the professional workers of CEMEAM, as well as to suggest solutions, from the construction of an educational framework (PAE) to optimize the head-office and small towns communication process inside this learning structure.

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