Navegando por Assunto "Programação (Computadores)"
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Item Aprendizagem de programação através de nanolearning: o caso do TikTok no ensino superior(2024-10-02) Pereira, Nicole Maria do Nascimento; Melo, Jeane Cecília Bezerra de; http://lattes.cnpq.br/8499459630583005; http://lattes.cnpq.br/4615907372122566Computação, Bacharelado em Sistemas de Informação e Licenciatura em Computação da UFRPE, campus Sede, localizado em Recife, em relação ao uso do TikTok como uma ferramenta educacional para favorecer a aprendizagem de programação na era digital. O estudo se fundamenta no nanolearning, que prioriza a entrega de conteúdos curtos e objetivos, propícios para um consumo ágil de informações. Os métodos tradicionais, os quais frequentemente utilizam materiais estáticos, apresentam limitações na eficácia do ensino de programação, que se refletem nos altos índices de reprovação nesta disciplina. Assim, o presente estudo de caso tem como objetivo compreender a relevância do TikTok como recurso educacional complementar. Como instrumento de pesquisa, um questionário foi desenvolvido e aplicado a estudantes dos referidos cursos, onde os principais resultados indicam uma aceitação positiva em relação ao uso do TikTok como ferramenta educacional complementar para a aprendizagem de programação. Dos 142 participantes, 67,6% têm entre 19 e 24 anos, faixa etária que os alinha diretamente ao público majoritário do TikTok. Um ponto significativo é que 48,6% dos estudantes demonstraram interesse em métodos inovadores de aprendizado, como o TikTok, e 33,1% já utilizaram a plataforma para fins educativos. No entanto, 40,8% afirmaram nunca ter utilizado o TikTok como método de estudo de programação, o que sugere que o uso da plataforma como recurso educacional pode ser ampliado. Conclui-se que o TikTok apresenta um potencial promissor no processo de aprendizagem de programação, com sinais claros de aceitação pelos estudantes.Item Desenvolvimento de jogos: Uma Abordagem Prática com Unity e Scrum(2025-03-21) Silva, Cleydson Paes da; Araújo, Julian; Ricardo, Danilo; Andrade, Ermeson Carneiro de; http://lattes.cnpq.br/2466077615273972Este trabalho apresenta um relato de experiência sobre o desenvolvimento de um jogo de survival horror utilizando a engine Unity, explorando os desafios técnicos e práticos encontrados no processo. O projeto combina conhecimentos téoricos e práticos da Ciência da Computação em diversas áreas, desde programação e design até gerenciamento de projetos. A metodologia Scrum foi adotada para organizar as tarefas, e ferramentas como Blender, GIMP, Audacity e Jira foram utilizadas em conjunto com a Unity. O artigo discute as principais dificuldades enfrentadas, as soluções implementadas e os aprendizados adquiridos, oferecendo uma referência valiosa para estudantes e futuros desenvolvedores de jogos.Item Detecção de linhas que separam o mar da areia e o mar do céu em imagens de praia(2018) Silva, Jeremias Leite da; Macário Filho, Valmir; http://lattes.cnpq.br/4346898674852080The border of the metropolitan region of Pernambuco has been presented several incidents from sharks and some of these cases were fatal. In order to reduce the incidents, this work proposes an approach for the segmentation of the sea as part of a monitoring system for bathers through cameras. Once one or more persons are identified within the risk zone, the system will issue an alert to central monitoring, and the nearest lifeguard would be alerted to move to the location. In order for the system to identify the people in the image, the system must be able to identify the beach region in the image in order to segment them and identify the bathers. The strip of water is formed by two borders, one with the sky and the other with sand. The boundary with the sky is a straight horizontal line called the horizon line, and the boundary with the sand is a contour formed by the boundary of the water with the sand that is called the shoreline. This work aims to propose algorithms for the detection of the horizon and coastlines for sea segmentation, which represents one of the main steps for the monitoring system of beach bather images. In this work four horizon-line detection algorithms were analyzed to evaluate which of these obtains the best detection result. Two state-of-the-art algorithms were analyzed: Lie et al. and that of Ahmad et al. Both are works for the detection of the horizon line in mountain images. Two other algorithms were contributions of this work: the Canny Edge Detection and Multi-Stage Graph Detection (DLHCGME) and Detection of Horizon Line with Sobel and Hough Transform (DLHSTH). Two new algorithms were proposed for Coastline Detection: Coastline Detection with Canny Edge Detection and Multi-Stage Graphs (DLCCGME) and Coastline Detection based on Contour of the Hue Channel (DLCCCH). In the detection of the horizon line in images without occlusions the experiments show that the DLHCGME obtained the best result with an error rate of 0.47 and the second was the DLHSTH with 1.11 and for images with occlusions the DLHSTH obtained the best result with an error rate of 1.98 and the DLHCGME was the second best result with 2.62.Item Ensino e aprendizagem de lógica de programação com linguagem visual em blocos no 5º ano do ensino fundamental(2020) Lima Filho, Manoel Pereira de; Diniz, Juliana Regueira Basto; Miranda, Ana Clara Cavalcanti de; http://lattes.cnpq.br/9454892742755108; http://lattes.cnpq.br/0175193064988810; http://lattes.cnpq.br/5986038272786137In this research paper we present some technological solutions and learning theories for a technologically digital education. We have shown that education can accompany and appropriate technologies, aligning formal education with the social and temporal context, allowing for a more meaningful teaching and learning process, taking care not to transform technology-based education into technical education, dissociated from context and meaning for the students. Having the constructionist approach defended by educators like Seymour Papert, who proposed and developed a theory derived from constructionism called constructivism, having instrumentalized his ideas by developing, together with other researchers, a programming language that provides a technological learning for the understanding of programming. computers by children in a critical and constructivist manner. Thus, we describe some tools based on the original ideas of Seymour Papert and his technological developments. These tools use block visual languages to build multimedia-enabled programs, making games possible or building mobile applications. We have come up with a commercial solution for educational robotics application called Lego Mindstorms EV3. We depart from the theoretical approach and carry out a case study that demonstrates the application of educational robotics to the teaching of programming logic using visual block programming applied to students of the 5th gradeof elementary school, demonstrating the proposed challenges, the respective results achieved by the students. , as well as participants' perceptions, describing their feedback, which may be an important report for improvements in the application of programming classes with educational robotics and future work. Thus, in this work an exploratory research was carried out demonstrating the main tools for the teaching of programming logic that use a visual approach in programming blocks, being defined a technological education tool that allowed the creation of robotic structures that can be programmed and practical experiments, providing a theoretical and practical approach to teaching and learning programming logic.Item Programinó: um jogo para auxílio ao aprendizado do assunto de tipos de dados na programação(2019-12-13) Nascimento, Gabriele Pessoa do; Falcão, Taciana Pontual da Rocha; Sampaio, Pablo Azevedo; http://lattes.cnpq.br/8865836949700771; http://lattes.cnpq.br/5706959249737319; http://lattes.cnpq.br/9978319013197863The digital age we live in means that we are always immersed in ever more ubiquitous technologies. For this contact with technology to remain healthy, it is necessary to learn to consume it consciously, and to learn to develop it in different contexts; therefore, we will have increasingly inclusive solutions. Regarding solution development, as much as we have several facilitating artifacts, the process of programming teaching and learning is still a challenge, especially for beginning students. Dealing with so many competing and constant stimuli and still having the ability to abstract and assimilate programming concepts that is not trivial and has not been worked on since childhood, so playful artifacts such as digital games are essential to facilitate first contacts with the schedule. In this context, this work brings to society a digital educational game that deals with the subject of data types in programming, Programinó, so that beginning students can practice and consolidate the content through a playful tool. The game was developed with three levels of difficulty, one easy, one medium and one hard. The hard one applies the adapted minimax algorithm, while the easy one uses the same minimax adapted in an inverted way. The middle level uses a random algorithm. As a way to validate the difficulty levels, comparative experiments were performed that showed that the minimax lost only 5.6% of the time; winning at 49.7% or drawing in the remaining matches.Item Projeto e desenvolvimento de uma aplicação WEB para a promoção do reuso de livros didáticos universitários(2019) Andrade Filho, Mércio Antônio Oliveira de; Burégio, Vanilson André de Arruda; http://lattes.cnpq.br/3518416272921878It is common in the college student’s life the accumulation of textbooks. Many of these books end up under utilized and standing on books helves. In this context, the main tools used by students to share textbooks online are limited. These limitations were identified in a form applied to 75 college students. In order to foster the practice of sharing textbooks among UFRPE students, a specific system was developed for this purpose. This paper describes the design and implementation of this application. It deals with a single page application that is fed through a REST API. Thus, the developed API may beconsumed by other software in the future. We used the Angular and Grails frameworks, as well as the Postgre SQL DBMS for data persistence. To evaluate the application was conducted a second form. It was answered by 33 people.The participants used application’s features and indicated their degree of satisfaction. The application got a positive rating. The system has, 30 days after its deployment in the cloud, 140 registered users and 39 books in its collection.
