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  • 4 disciplinas
  • 219 assuntos

Resultados: 18.995 questões

Página 697 de 950

  • Linguagens

    Português

    Imagem da questão de Português, UERJ 2013, Interpretação de Textos O cinema se popularizou no Brasil depois de esta crônica ter sido escrita. Nela, porém, o autor já antecipa o advento do novo meio de comunicação. Um trecho que comprova tal afirmativa é:

    Escolha uma alternativa para a questão c04158a9-23
  • Linguagens

    Inglês

    Leia o texto abaixo e responda às questões de 1 a 3.

    Hitting Children is Wrong and the Law Must Say So - Now

    Ending corporal punishment is an issue which touches most people very personally. Most of us were hit as
    children; most parents have hit their growing children. So far, globally, only about 17 states have completely
    prohibited all corporal punishment, with six or seven more committed to do so. In this region, I know that at least
    two – Brazil and Costa Rica – have had prohibition Bills presented to their Parliaments.
    At the first two Regional Consultations for the UN Secretary General’s Study, in the Caribbean and two weeks
    ago in South Asia, clear recommendations to prohibit all corporal punishment, including in the family, were
    adopted. But I still heard government officials and NGOs and others making more excuses: “We must wait until
    there is more support for parents; more training for teachers; smaller classes. Let’s educate first and then
    change the law…” and so on. From children’s perspective this is intolerable. From the perspective of
    international human rights law it is illegal. Why should children wait? Would we wait to prohibit violence against
    women until we can provide full employment and universal anger management classes for men? Would we wait
    to ban hitting of elderly confused relatives until we have full-time nursing care, and full training for all carers,
    available for them?
    No more excuses: this UN Study provides the opportunity to move quickly on, to put in the past the idea that
    states should authorise violence against children and instead focus on giving priority to ending all violence
    against children. State governments and all of us have to take a deep breath and stop deceiving ourselves -
    hitting children is wrong and the law must say so - now.

    NEWELL, Peter. Disponível em: Imagem da questão de Inglês, UEG 2010, Interpretação de texto | Reading comprehension. Acesso em: 16 ago. 2010. (Adaptado).

    Com base nas ideias e opiniões expressas no texto, é CORRETO afirmar:
    Escolha uma alternativa para a questão c04f8cee-6f
  • Linguagens

    Português

    Imagem da questão de Português, PUC - SP 2015, Interpretação de Textos

    No último parágrafo do texto Da soberania do indivíduo, o autor emprega a expressão corrente “trocando em miúdos”, cujo significado é
    Escolha uma alternativa para a questão c05236ca-1c
  • Linguagens

    Português

    Imagem da questão de Português, UFG 2014, Interpretação de Textos

    Cosplay = Comportamento que consiste em caracterizar-se de personagens fictícios de desenhos animados, mangás, filmes e/ou séries televisivas.

    No enunciado “Cosplay pode ser coisa de nerd, mas é um luxo”, o uso do termo “mas” instaura uma relação de
    Escolha uma alternativa para a questão c052dbf1-ab
  • Linguagens

    Inglês

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    The idea that the brain ceases to develop at a very young age
    Escolha uma alternativa para a questão c057ef07-b8
  • Linguagens

    Inglês

    Imagem da questão de Inglês, FMP 2013, Interpretação de texto | Reading comprehension According to Text II, the dark energy
    Escolha uma alternativa para a questão c058caf2-e5
  • Linguagens

    Português

    Figura 1 de 2 da questão de Português, PUC - SP 2015, Gêneros Textuais

    Figura 2 de 2 da questão de Português, PUC - SP 2015, Gêneros Textuais

    Em relação aos dois textos, é correto afirmar que

    Escolha uma alternativa para a questão c05a5879-1c
  • Linguagens

    Inglês

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    According to Dr. Doraiswamy, from the Duke Institute for Brain Sciences, the problem about many of the cognitive training programs being offered nowadays is that
    Escolha uma alternativa para a questão c05ae75a-b8
  • Linguagens

    Inglês

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    Among the promises made by websites for their cognitive training programs, one may list
    Escolha uma alternativa para a questão c05dd253-b8
  • Linguagens

    Português

    Imagem da questão de Português, PUC - SP 2015, Interpretação de Textos

    Os parênteses empregados por Nadja Hermann, de acordo com a ordem em que aparecem do texto, têm a função de
    Escolha uma alternativa para a questão c05e8532-1c
  • Linguagens

    Inglês

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    Recent research undertaken with older adults at the University of California presented significant results in relation to cognitive training using a certain driving game. They are significant due to the evidence that
    Escolha uma alternativa para a questão c060efe2-b8
  • Linguagens

    Inglês

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    While scientific research and brain gaming companies are not working with the same assumptions, Dr. Doraiswamy recommends that people
    Escolha uma alternativa para a questão c06475dc-b8
  • Linguagens

    Português

    Figura 1 de 2 da questão de Português, PUC - SP 2015, Gêneros Textuais

    Figura 2 de 2 da questão de Português, PUC - SP 2015, Gêneros Textuais

    Indique o princípio de Stuart Mill do qual tanto Hélio Schwartsman como Nadja Hermann se valem para sustentar suas ideias.
    Escolha uma alternativa para a questão c0651a0b-1c
  • Linguagens

    Inglês

    TEXT

        For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.

        While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”

        Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly

        The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”

        For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.

        A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.

        But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.

        In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.

        Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.

        But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.

        While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.

        “I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”

    From: www.nytimes.com, March 10, 2014

    According to a study conducted by Monica Melby-Lervag at the University of Oslo, applying oneself to an activity such as playing Sudoku
    Escolha uma alternativa para a questão c06743b6-b8
  • Linguagens

    Português

    Steve Jobs, fundador da Apple, é aquele tipo de líder que marcou tanto a nossa geração que ainda durante muitos anos surgirão novos livros, filmes e histórias sobre passagens marcantes da sua vida que vale a pena conhecermos. Tanto exemplos positivos quanto outros que mostram exatamente o que não devemos fazer em nossas empresas. Mas, por que ele foi tão especial assim? Porque revolucionou nada menos do que seis diferentes mercados: computadores pessoais, filmes de animação, música, telefonia, tablets e publicação digital. Quem mais, em seu tempo, mudou o curso das coisas tão drasticamente ao longo das últimas décadas – ou mesmo séculos atrás? Talvez Leonardo da Vinci e olhe lá. Desde a morte dele, em outubro de 2011, muito se discute de onde vinha a sua incrível capacidade de atrair profissionais supertalentosos e extrair o melhor dessas pessoas, se no dia a dia era visto como intratável por quem o conhecia de perto. Sim, Jobs era aquele tipo de líder que, ao conhecê-lo, logo classificaria você como extraordinário ou imbecil. Sem meio-termo. E um detalhe: para ele, a maior parte das pessoas fazia parte do time dos imbecis. Aliás, daí vem outra dúvida: como alguém assim pode ser considerado um bom exemplo de líder? Especialmente, num momento da história em que o relacionamento líder-liderado é colocado como condição básica para o sucesso de qualquer gestor? O fato é que Jobs compensava a sua falta de tato pessoal com uma incrível capacidade de inspirar todo mundo ao seu redor. Ele sabia despertar significado, senso de propósito, vontade de “chegar lá” ou qualquer outro nome que você dê àquele brilho nos olhos que leva todos nós a mover céus e terra até atingir o objetivo traçado. Ainda que destratados, vários colaboradores diretos conseguiam relevar suas malcriações porque sentiam que trabalhar ao lado dele lhes possibilitava uma chance real de mudarem o mundo. Ter um chefe que falava coisas duras e despropositadas não era motivo suficiente para abandonarem o que sempre sonharam encontrar em suas carreiras. O que estou querendo dizer é que se você consegue inspirar as pessoas que trabalham contigo, elas são capazes de tolerar alguns dos seus “deslizes” porque acreditam na causa e se sentem realizadas por participar de algo grande.
    (Adaptado de: MOREIRA, W. A liderança de Steve Jobs. Folha de Londrina. 16 jul. 2016. Economia e Negócios. p.2.) 
    Com base no texto, considere as afirmativas a seguir.


    I. A liderança de Steve Jobs estava diretamente relacionada à sua falta de tato pessoal.

    II. Steve Jobs possuía grande empatia, daí ter se revelado um bom líder de grupo.

    III. Steve Jobs tornou-se um prodígio da tecnologia, graças ao êxito alcançado por suas criações.

    IV. A falta de tato de Steve Jobs nos relacionamentos interpessoais no trabalho não se mostrou um obstáculo ao alcance de seus objetivos.


    Assinale a alternativa correta.
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  • Linguagens

    Português

    Figura 1 de 2 da questão de Português, PUC - SP 2015, Gêneros Textuais

    Figura 2 de 2 da questão de Português, PUC - SP 2015, Gêneros Textuais

    Para tratar da concepção de liberdade, Nadja Hermann retoma Stuart Mill para afirmar que
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  • Linguagens

    Português

    Steve Jobs, fundador da Apple, é aquele tipo de líder que marcou tanto a nossa geração que ainda durante muitos anos surgirão novos livros, filmes e histórias sobre passagens marcantes da sua vida que vale a pena conhecermos. Tanto exemplos positivos quanto outros que mostram exatamente o que não devemos fazer em nossas empresas. Mas, por que ele foi tão especial assim? Porque revolucionou nada menos do que seis diferentes mercados: computadores pessoais, filmes de animação, música, telefonia, tablets e publicação digital. Quem mais, em seu tempo, mudou o curso das coisas tão drasticamente ao longo das últimas décadas – ou mesmo séculos atrás? Talvez Leonardo da Vinci e olhe lá. Desde a morte dele, em outubro de 2011, muito se discute de onde vinha a sua incrível capacidade de atrair profissionais supertalentosos e extrair o melhor dessas pessoas, se no dia a dia era visto como intratável por quem o conhecia de perto. Sim, Jobs era aquele tipo de líder que, ao conhecê-lo, logo classificaria você como extraordinário ou imbecil. Sem meio-termo. E um detalhe: para ele, a maior parte das pessoas fazia parte do time dos imbecis. Aliás, daí vem outra dúvida: como alguém assim pode ser considerado um bom exemplo de líder? Especialmente, num momento da história em que o relacionamento líder-liderado é colocado como condição básica para o sucesso de qualquer gestor? O fato é que Jobs compensava a sua falta de tato pessoal com uma incrível capacidade de inspirar todo mundo ao seu redor. Ele sabia despertar significado, senso de propósito, vontade de “chegar lá” ou qualquer outro nome que você dê àquele brilho nos olhos que leva todos nós a mover céus e terra até atingir o objetivo traçado. Ainda que destratados, vários colaboradores diretos conseguiam relevar suas malcriações porque sentiam que trabalhar ao lado dele lhes possibilitava uma chance real de mudarem o mundo. Ter um chefe que falava coisas duras e despropositadas não era motivo suficiente para abandonarem o que sempre sonharam encontrar em suas carreiras. O que estou querendo dizer é que se você consegue inspirar as pessoas que trabalham contigo, elas são capazes de tolerar alguns dos seus “deslizes” porque acreditam na causa e se sentem realizadas por participar de algo grande.
    (Adaptado de: MOREIRA, W. A liderança de Steve Jobs. Folha de Londrina. 16 jul. 2016. Economia e Negócios. p.2.) 
    Leia o período do texto a seguir.


    Ele sabia despertar significado, senso de propósito, vontade de “chegar lá” ou qualquer outro nome que você dê àquele brilho nos olhos que leva todos nós a mover céus e terra até atingir o objetivo traçado.


    Assinale a alternativa que apresenta, corretamente, a figura de linguagem presente no trecho sublinhado.

    Escolha uma alternativa para a questão c0799cb3-b0
  • Linguagens

    Literatura

    A palavra “memórias” no título do romance Memórias de um Sargento de Milícias, de Manoel Antônio de Almeida, remete
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  • Linguagens

    Literatura

    Machado de Assis revela em Memórias Póstumas de Brás Cubas uma linguagem rica em recursos estilísticos capaz de emprestar ao romance uma fina dimensão estética. Sua obra é repassada pelas diferentes funções da linguagem. Assim, indique a alternativa que contém trecho em que predomina a função metalinguística.
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  • Linguagens

    Português

    Em sua inocência, os pequenos realmente acreditam que os bonecos voam, dirigem, lutam, derrotam os inimigos, são seus amiguinhos. São formados novos consumidores insaciáveis, que vão crescer consumidores insaciáveis. Certas propagandas induzem à crença de que a aquisição de bens de consumo contribui para melhor aceitação da criança no meio em que vive. O brinquedo deixou de ter valor pelo seu uso e passou a ser desejado como objeto de status.

    FORINO, I. Publicidade infantil: como evitar o consumismo. Disponível em: http://puc-riodigital.com.puc-rio.br. Acesso em: 20 jul. 2015 (adaptado).

    A causa que sustenta a propagação desse hábito de consumo descrito pelo texto é o(a)
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