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Q2425852 Inglês

TEXTO 6

ESSENTIAL GAME ELEMENTS

At its heart, gamification is about taking elements from games and applying them to non-game settings (Deterding, 2011). While many look at modern video games as a key inspiration for gamification, central elements such as points and levels come out of tabletop roleplaying games. While no one has yet succeeded in coming up with an undisputed definition for "game," most would agree that to be considered a game, it must include at least the following aspects:

1. Interactivity: If there is no way for the player to affect change on the system; if there is nothing for the player to actually do, then it ceases to be a game.

2. Rules: A mechanism to constrain the behavior of players in pre-specified ways.

3. Goal(s): One or more objectives that players pursue while interacting with the game.

4. Quantifiable measure of progress (or success): This can be as simple as a binary acknowledgement of completion, or as complex as a set of cricket scores.

5. Definite ending: While some applications commonly referred to as games do not have clear endings (The Sims, for example), most games have a clear endpoint. By this measure of game, it could easily be argued that a formal educational course meets these criteria.

Source: Gamification in the Classroom: Old Wine in New Badges, by Katrin Becker and Scott Nicholson. In: Learning, Education and Games Volume Two: Bringing Games into Educational Contexis. ETC Press, 2006. Available on: hitps://www.researchgate.net/publication/308402198 Gam ification in the Classroom Old Wine in New Badges

Considerando-se as estratégias de leitura em língua inglesa, analise as afirmativas a seguir:

I. É um exemplo de uma pergunta que utiliza a estratégia de skimming: "What is the main idea of the text?”

Il. É um exemplo de pergunta que utiliza a estratégia de scanning: "What time did the man go home in the story you've just read?”

Ill. São exemplos de cognatos e falsos cognatos, respectivamente: parents and cigar.

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Q2425850 Pedagogia

Analise as informações a seguir:

.

I. A escola é uma das instituições mais adequadas para o trabalho sistemático da ética e um lócus por excelência onde ela deve ser vivenciada por todos os seus membros: estudantes, professores, gestores e funcionários, que são responsáveis por praticar e cobrar este comportamento uns dos outros sem exceção.

Il. Evitar expor erros de alunos específicos em sala de aula, entregar diários, avaliações, notas e outros documentos dentro do prazos, avaliar com equidade o desempenho dos alunos, questionar explicitamente métodos e práticas pedagógicas de colegas, esclarecer, informar e cumprir metodologias e critérios de avaliação são todos bons exemplos de comportamentos éticos de docentes.

.

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Q2425849 Inglês

TEXTO 6

ESSENTIAL GAME ELEMENTS

At its heart, gamification is about taking elements from games and applying them to non-game settings (Deterding, 2011). While many look at modern video games as a key inspiration for gamification, central elements such as points and levels come out of tabletop roleplaying games. While no one has yet succeeded in coming up with an undisputed definition for "game," most would agree that to be considered a game, it must include at least the following aspects:

1. Interactivity: If there is no way for the player to affect change on the system; if there is nothing for the player to actually do, then it ceases to be a game.

2. Rules: A mechanism to constrain the behavior of players in pre-specified ways.

3. Goal(s): One or more objectives that players pursue while interacting with the game.

4. Quantifiable measure of progress (or success): This can be as simple as a binary acknowledgement of completion, or as complex as a set of cricket scores.

5. Definite ending: While some applications commonly referred to as games do not have clear endings (The Sims, for example), most games have a clear endpoint. By this measure of game, it could easily be argued that a formal educational course meets these criteria.

Source: Gamification in the Classroom: Old Wine in New Badges, by Katrin Becker and Scott Nicholson. In: Learning, Education and Games Volume Two: Bringing Games into Educational Contexis. ETC Press, 2006. Available on: hitps://www.researchgate.net/publication/308402198 Gam ification in the Classroom Old Wine in New Badges

Analise as seguintes afirmativas sobre o texto “Essential Game Elements”:

I. É possível inferir do texto que o autor acredita que a maioria das pessoas que estão tentando definir o que é um jogo concordam que jogos contém pelo menos um aspecto dos indicados no texto.

II. É possível dizer que para facilitar a leitura do texto, todos os aspectos de jogos listados no texto deveriam conter substantivos, tornando a lista uma estrutura paralela.

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Q2425847 Pedagogia

Analise as informações a seguir:


I. A concepção de ensino de português adotada pelo currículo do Ipojuca privilegia o trabalho com a gramática normativa e o contato com textos literários tradicionais, já que o domínio da língua acontece por meio da manipulação adequada das regras da '“norma padrão” que estão presentes na literatura citada.

II. O ensino de língua portuguesa proposto no currículo do Ipojuca prioriza os usos reais da língua nos diferentes contextos sociais, substancializados em gêneros textuais, que permitem os alunos dominarem as diferentes variantes e adequá-las às necessidades de cada evento comunicativo.

III. A prática de ensino de língua portuguesa, segundo o currículo do Ipojuca, deve enfatizar as habilidades comunicativas, o domínio de regras gramaticais e o conhecimento contextualizado das funções da linguagem defendida pela teoria da comunicação de Roman Jakobson que se materializam nas situações cotidianas dos estudantes e da sociedade.


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Alternativas
Q2425846 Inglês

TEXTO 6

ESSENTIAL GAME ELEMENTS

At its heart, gamification is about taking elements from games and applying them to non-game settings (Deterding, 2011). While many look at modern video games as a key inspiration for gamification, central elements such as points and levels come out of tabletop roleplaying games. While no one has yet succeeded in coming up with an undisputed definition for "game," most would agree that to be considered a game, it must include at least the following aspects:

1. Interactivity: If there is no way for the player to affect change on the system; if there is nothing for the player to actually do, then it ceases to be a game.

2. Rules: A mechanism to constrain the behavior of players in pre-specified ways.

3. Goal(s): One or more objectives that players pursue while interacting with the game.

4. Quantifiable measure of progress (or success): This can be as simple as a binary acknowledgement of completion, or as complex as a set of cricket scores.

5. Definite ending: While some applications commonly referred to as games do not have clear endings (The Sims, for example), most games have a clear endpoint. By this measure of game, it could easily be argued that a formal educational course meets these criteria.

Source: Gamification in the Classroom: Old Wine in New Badges, by Katrin Becker and Scott Nicholson. In: Learning, Education and Games Volume Two: Bringing Games into Educational Contexis. ETC Press, 2006. Available on: hitps://www.researchgate.net/publication/308402198 Gam ification in the Classroom Old Wine in New Badges

Analise as seguintes afirmativas sobre o texto "Essential Game Elements”:

I. Gamification é uma metodologia ativa na qual professores usam jogos modernos em sala de aula para instigar a aprendizagem participativa.

Il. Uma sala de aula em um curso de educação formal que não utiliza gamification possui elementos de games, como os apontados no texto.

llI. Uma sala de aula de língua inglesa pode se beneficiar de gamification na maioria dos elementos, exceto o "final definido” (elemento 5), pois a língua(gem) está mudando constantemente e aprender inglês é uma descoberta constante.

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Alternativas
Respostas
31: C
32: B
33: D
34: C
35: D