Suchergebnisse
Filter
10 Ergebnisse
Sortierung:
Marxismo, capitalismo e natureza: pensando algumas questões
In: Em pauta: teoria social e realidade contemporânea, Band 13, Heft 35
ISSN: 2238-3786, 1414-8609
As escolas privadas e os seus clientes : estratégias organizacionais de promoção da oferta e de regulação das admissões
In: Forum sociológico, Heft 29
ISSN: 2182-7427
Promoção de saúde e participação social: o modelo de atenção básica do Sistema de Saúde Brasileiro
In: Ciências sociais UNISINOS: revista do Programa de Pós-Graduação em Ciências Sociais Aplicadas da Universidade do Vale do Rio dos Sinos, Band 46, Heft 1, S. 65-79
ISSN: 2177-6229
Redes sociais e conflito organizacional
In: Redes: revista hispana para el análisis de redes sociales, Band 27, Heft 1, S. 129-143
ISSN: 1579-0185
As organizações são redes sociais cujos membros estabelecem entre si ligações de diversos tipos, formais e informais, positivas e negativas. O conflito entre atores é um processo comum que pode ser explicado com base num conjunto diverso de fatores. Contudo, o conflito interno às organizações tem sido pouco estudado, numa perpetiva de redes sociais. Para além disto, o conflito interorganizacional, analisado ao nível dos atores individuais, tem sido ainda menos estudado. No presente artigo, procuramos abordar o modo como as redes sociais das organizações estão associadas a perceções de conflito, quer intra-organizacional, quer interorganizacional, num contexto de proximidade física entre organizações. O estudo empírico, que envolveu duas organizações que partilhavam o mesmo espaço físico, mostra que, apesar da grande proximidade espacial entre ambas, os laços de amizade tendiam a concentrar-se no interior de cada organização e as perceções de conflito eram maiores entre as organizações do que no interior das mesmas. Os resultados são discutidos à luz das teses sobre os efeitos da propinquidade física sobre a atração interpessoal entre membros de grupos distintos.
Regulatory T Cells Show Dynamic Behavior During Late Pregnancy, Delivery, and the Postpartum Period
In: Reproductive sciences: RS : the official journal of the Society for Reproductive Investigation, Band 24, Heft 7, S. 1025-1032
ISSN: 1933-7205
Impact of Labor on Peripheral Blood Maternal T-Cell Subsets and on Regulatory T and B Cells
In: Reproductive sciences: RS : the official journal of the Society for Reproductive Investigation, Band 24, Heft 2, S. 276-284
ISSN: 1933-7205
PLAYER - a European Project and a Game to Foster Entrepreneurship Education for Young People
Entrepreneurship is widely recognized as one of the basic skills to be acquired through a life-long learning. The European Union, under the guidance of the Oslo Agenda, promotes several initiatives to develop entrepreneurship culture in Europe. Education can make a significant contribution to entrepreneurship, encouraging the development of entrepreneurial attitudes and skills in young people. Serious Games are presently recognised as having an important role and potential in education and social networks emerged in the last years as the platform preferred by many, especially young people, to socialize, play games and even learn. This paper presents the PLAYER project, in which a game was developed and implemented as a Facebook application, to enable learning entrepreneurial skills progressively, by guiding users to develop a business idea in the form of a business plan.
BASE
PLAYER - a European Project and a Game to Foster Entrepreneurship Education for Young People
Entrepreneurship is widely recognized as one of the basic skills to be acquired through a life-long learning. The European Union, under the guidance of the Oslo Agenda, promotes several initiatives to develop entrepreneurship culture in Europe. Education can make a significant contribution to entrepreneurship, encouraging the development of entrepreneurial attitudes and skills in young people. Serious Games are presently recognised as having an important role and potential in education and social networks emerged in the last years as the platform preferred by many, especially young people, to socialize, play games and even learn. This paper presents the PLAYER project, in which a game was developed and implemented as a Facebook application, to enable learning entrepreneurial skills progressively, by guiding users to develop a business idea in the form of a business plan.
BASE
PLAYER – a European Project and a Game to Foster Entrepreneurship Education for Young People
Entrepreneurship is widely recognized as one of the basic skills to be acquired through a life-long learning. The European Union, under the guidance of the Oslo Agenda, promotes several initiatives to develop entrepreneurship culture in Europe. Education can make a significant contribution to entrepreneurship, encouraging the development of entrepreneurial attitudes and skills in young people. Serious Games are presently recognised as having an important role and potential in education and social networks emerged in the last years as the platform preferred by many, especially young people, to socialize, play games and even learn. This paper presents the PLAYER project, in which a game was developed and implemented as a Facebook application, to enable learning entrepreneurial skills progressively, by guiding users to develop a business idea in the form of a business plan. ; European Commission - Enterprise & Industry DG
BASE