TCC - Bacharelado em Sistemas de Informação (UAST)

URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/2936

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Resultados da Pesquisa

Agora exibindo 1 - 4 de 4
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    Desenvolvimento e avaliação de usabilidade do jogo educacional Desktop JAvatar para o ensino da programação orientada a objetos: uma abordagem gamificada
    (2021-03-02) Veras, Williany Thalita Almeida; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/4632297675232947
    The teaching process demands solutions thatencourage student participation and interest. Digitals Games afford a higher level of motivation and interactivity. Goals: Present the JAvatar game and your usability assessment. Methods: Java, XML and architectural patterns are used with iterative and incremental development. The usability assessment uses prospective technique by questionnaires with analysis by Chi-Square, ANOVA and System Usability Scale. Result: An educational game is presented that provides significant contributions to the teaching-learning process of Object Oriented Programming and your design was classified as excellent.
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    Desenvolvimento de um ambiente para auxiliar a prática de lógica de programação: uma abordagem de gamificação
    (2021-03-03) Nogueira, José Elvis da Silva Souza; D'Emery, Richarlyson Alves; http://lattes.cnpq.br/3553920177544450; http://lattes.cnpq.br/7744856274390660
    Introduction: learning to program is difficult, a fact verified by the high failure rates in courses in the area of Computing, one of the causes being the difficulty of assimilating logical-mathematical concepts. Educational soft- ware is an alternative to mitigate this problem. Objective: to present the deve- lopment of a game that helps in the practice of Logical Expressions. Method: the coding will be in Java. The organization is given in MVC. XML is used for data storage. The game was assessed using the MEEGA methods; SUS and hy- pothesis testing. Results: it was verified through the SUS evaluation, reconciled the analysis of the applied questionnaire that the game has characteristics that help in learning, in addition to the quality of the same.
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    X-Student: Um Ambiente Virtual de Aprendizado
    (2019) Souza, Thiago Xavier Cândido de; Almeida, Isledna Rodrigues de; http://lattes.cnpq.br/8142534647575696
    With the advancement of information technology new modifications are occurring in modernsociety through the emergence of environments in the form of software.In education there areeducational software that are employed in teaching and learning of users. Software educatorspresent on the internet with the characteristic of promoting the production of notempo activities,space and in the rhythm of each participant are called Virtual Learning Environment (AVA).AVAs can contain in their structure games and learning objects. The purpose of this work isto create a Virtual Learning Environment (AVA) called X-Students that promotes teaching andcollaborative learning, using learning objects and a serious game. The X-Students contain asstructure two teaching modules. creation of activities, in the second there is a game composedof questions and answers.Thus, this AVA has the ability to assist users in creating and solvingactivities using a game as differentiate.
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    Desenvolvimento de um objeto de aprendizagem para ensino da língua portuguesa
    (2018) Aquino, Thiago Rodrigo de; Almeida, Isledna Rodrigues de; http://lattes.cnpq.br/8142534647575696
    Introduction: According to the Program for International Student Assessment (PISA), a program developed by the Organization for Economic Cooperation and Development (OECD), Brazil ranks 59th in the world education ranking. Through a study carried out byPISA in 2015, the students had low performance, with an average of 407 points, where the ideal score would be 698. Another worrying factor is that according to the Ministry of Education (MEC), students finish elementary school unable to read and write properly. According to the Basic Education Development Index (IDEB), the level of learning in the sixth to ninth grade has not improved sufficiently, over the years this level has been decreasing. The Federal Government has invested in education, where it distributed more than 600 thousand tablets in all public schools in Brazil, with the idea of modernizing, and preparing students for the future. This is a small laptop computer, which already comes with software to prepare the student for the National High School Examination (ENEM), these tablets are also used as a support material for classes by teachers and students. In view of these problems, government investments, and the students' access to this technology, has the proposal of developing a Learning Object (OA), seeking to improve teaching and evaluation method, providing greater student interest and automation of the teachers' work.Objective: this work aims to build a Learning Object, in the form of a game, in order to motivate and help the students of the sixth year in learning the Portuguese language. Methodology: in the development of the tool followed a five-step process that occurred in a sequential manner: 1. Determine the subject to be treated in OA; 2. Raise system requirements; 3. Define the proposed system architecture; 4. Develop OA and 5. Validate OA.Results: The learning object was validated with fifteen students at the Cônego Torres school in Serra Talhada -PE. The OA contributed to the students' learning, as they were more interested in learning using the tool and were able to improve their knowledge. The initial median of the students was 7.0 before they used the OA, median calculated on top of each student's grades. After using the OA, the median of the students increasedto 9.0 with a positive result, improving students' learning.Conclusion: it was concluded that expectations were met, both for the students and the teachers who were satisfied, because the tool had a huge contribution in the students' learning, the students were motivated more to learn through the game,and the same complemented the teaching work. Students learned the content easily. OAs are still poorly used in schools, but we conclude that they can be present in the student's daily life, serving as a complement to the subjects studied in the classroom.