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Navegando por Assunto "Software educacional"

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    Avaliar: sistema para autoria e acompanhamento de recursos avaliativos
    (2019-07-11) Elias, Alana Maria Tenório; Vanderlei, Igor Medeiros; http://lattes.cnpq.br/7448139435512224; http://lattes.cnpq.br/4249467181282314
    The school evaluation is the subject of numerous studies that aim to evolve from its classificatory character only, to a process of complete diagnosis of the evolution and level of knowledge of the student in all the objectives of a subject. This perspective, however, triggers difficulties, making it necessary to establish precise evaluative metrics and a detailed monitoring of the development process of each student in each content. This research aims to present a system for authoring evaluation resources and monitoring of school evaluation, modelled to support teachers and students in the process of learning verification, allowing a more precise mapping of the understanding of each content of a subject. To do so, using the methodology Design Science Research, a bibliographic study was carried out in the context of school evaluation and its main difficulties, as well as the analysis educational systems to support the modelling of the tool. The presented solution was validated through tests with potential users, followed by a survey about the usage experience.
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    Construções de fractais com o GeoGebra e dimensão fractal
    (2021-12-21) Souto, Rafael Almeida; Tanaka, Thiago Yukio; Didier, Maria Ângela Caldas; http://lattes.cnpq.br/9721552594807972; http://lattes.cnpq.br/3394446426392577; http://lattes.cnpq.br/5859671240920200
    In this work, we will present the elements and concepts related to Fractal Geometry such as its definition, classification into types, properties, and some measurable characteristics such as area, perimeter, and dimension measurements. At first, we will focus on the characterization of the most classic fractals of the theory, such as the Sierpinski triangle, the Koch curve, the Cantor set, among others. We will show how to build these objects using the mathematical tool of geometric transformations and their matrix translations and the implementation of these concepts through GeoGebra dynamic geometry software, which allows us to build the vast majority of fractals that will be mentioned during the work. Finally, we will also present a study on the concept of fractal dimension, whose applications are vast in various areas such as Economics, Medicine, Biology, among others. More precisely, we will present two methods of obtaining a fractal dimension, the first using the Hausdorff-Besicovitch method and a second way using the box-counting method. We believe that this monograph can be used as the first guiding material for studies and research in the field of Fractal Geometry, mainly due to the richness of details, especially for those who are unaware or know little about the theory. In addition, by bringing construction methods with GeoGebra, we believe that the material also serves as a guide to guide the use of theory in the classroom for students of the Licentiate Degree in Mathematics, future teachers. Finally, for those who already have a basic knowledge of fractals, the dimension study serves as a basis for guiding the application of this object.
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    As contribuições do GeoGebra na prática docente para o desenvolvimento de tarefas exploratórias de função afim
    (2022-06-07) Nascimento, Tatiane Gervásio do; Rodrigues, Cleide Oliveira; http://lattes.cnpq.br/2951731416008876
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    Heuristicidade: um software educacional baseado em Role-playing Game para exercitar princípios de usabilidade de software por analogias
    (2019) Nascimento, Nedson Vieira do; D’Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/5324359469734479
    Introduction: The increasing use of technology, through devices such as computers, smartphones and tablets, influence all sectors of society, therefore there is also a growing need for systems that are more interactive for human use. Disciplines such as Human-Machine Interface (HMI) study the usability surrounding computer systems, but some practitioners in the area often do not apply the principles of HMI in the software development process. It is essential to encourage the culture of using these principles through new teaching methods in the training of new professionals. In this context, digital games emerge, especially the Role-Playing Game (RPG), which have several characteristics, among them, a motivating effect. Objective: This paper proposes educational software based on RPG to assist in the teaching and learning process of undergraduate students in Computer, on the software usability principles. Materials and Methods: Software is cross-platform available for Web, mobile and desktop context. It has two versions, a complete one developed through the Construct and a prototype codified in Java organized in Model-View-Controller architecture; both developed by the iterative and incremental process. It is an RPG that, in its plot, narrates the adventure of a citizen residing in a city with diverse problems and, through its knowledge in principles of design, solves them. These problems are arranged in challenges through analogies to contemporary situations of a city. The player assumes the role of the citizen and must solve the challenges, through interaction with other citizens, mayor of the city and resources collection. The RPG interfaces follow basic principles of design and, for their elaboration, a survey was carried out in the RPG style game literature. The scenario is 2D and uses digital gaming techniques like sprites and tilemaps. It is described in a game design document. To evaluation the software and of your contribution in the process of teaching and learning, there was a controlled experiment with objective and prospective techniques from investigation by questionnaire applied to students who attended the discipline of HMI. The questionnaires follow heuristics of pedagogical usability and design principles. The analysis of the data was given by System Usability Scale (SUS) and by statistical inference by the Chi-Square test. Results: The Heuristicity RPG was classified, after the experiment, as excellent in the SUS evaluation. Statistical analysis evidenced the hypothesis that the software provides a significant contribution in the teaching and learning process of HMI principles. Conclusions: The use of games in Education can stimulate students' interest in the teaching and learning process. It was also observed the empathy of the students in the scenario proposed, mainly, to have a friendly interface, containing playful elements and arranged in current technologies of the daily life of these students.
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    Minha Prova: automatizando o processo avaliativo nas escolas
    (2019) Silva, Túlio de Souza; Falcão, Taciana Pontual da Rocha; http://lattes.cnpq.br/5706959249737319
    Education is still an area that lacks more support of technology to improve its processes,especially in Brazilian public schools. This paper presents a tool developed for the au-tomation of the answer sheet grading process in schools, helping teachers in this daily activity. A case study was conducted with the teachers of the state public school Ci-cero Dias based in Recife - Pernambuco, to measure the tool’s efficiency compared totraditional response card grading methods. A formal evaluation of the tool’s interfacewas also conducted to implement improvements regarding the user experience. Thepaper shows that using the tool decreases the time teachers spend grading student’s response cards, used in tests, while also providing teachers with relevant data on stu-dent performance in assessments. Finally, we conclude that the proposed tool is a powerful ally of teachers and school administrators in improving the evaluation processand the quality of life of teachers.
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    PaintCode: um ambiente de programação baseada em blocos para o ensino de conceitos básicos de Programação
    Silva, João Emerson Niculau da; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/6960607042909886
    Introduction: Programming is a challenge in Computing, both for its complexity and for being a subject not taught in basic education. With educational software, its introduction and practice can be aided. Goals: To present the PaintCode software that helps teaching and learning of basic programming concepts. Methods: Use Python, the MVC architectural pattern, good design principles and block programming. Usability assessment uses System Usability Scale (SUS) and statistical inference by Chi-Square and ANOVA. Results: SUS is 91.38 points, with best imaginable adjectives SUS and hypothesis is proven a significant contribution to the teaching and learning process of basic programming concepts.
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