TCC - Bacharelado em Sistemas da Informação (UAEADTec)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/2881
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Item Análise do comportamento através dos dados coletados na internet(2021-04-07) Lima, Priscilla Amarante de; Diniz, Juliana Regueira Basto; http://lattes.cnpq.br/0175193064988810; http://lattes.cnpq.br/7284770857817456This work presents an analysis of human behavior through data collected on the internet. They will be confirmed as Big Techs and the Cambridge Analytica case study. We show that digital records of behavior easily obtained, through likes, through Facebook can be used to automatically and accurately predict a range of highly confidential personal attributes, including: sexual orientation, ethnicity, religious and political views, personality traits, intelligence, happiness, use of addictive substances, separation from parents, age and sex. The based analysis is based on a data set of more than 58,000 volunteers who provided Facebook likes, detailed demographic profiles and the results of various psychometric tests. The proposed model uses dimensionality reduction to pre-process the tanned data, which is then inserted in linear regression to predict individual psych demographic profiles of tanned. The model correctly discriminates between homosexual and heterosexual men in 88% of cases, African-Americans and Caucasian Americans in 95% of cases, and between Democrats and Republicans in 85% of cases. For the personality trait "Aperture", prediction accuracy is close to the test-retest accuracy of a personality test pattern. We give examples of associations between attributes and likes and discuss it as a conclusion for online personalization and privacy.Item Computação Desplugada como ferramenta de ensino para desenvolver o pensamento computacional(2019-08-12) Silva, Valeria Maria dos Santos; Diniz, Juliana Regueira Basto; http://lattes.cnpq.br/0175193064988810; http://lattes.cnpq.br/9782699041915093The topic of Computational Thinking has been discussed more openly among educators and public bodies representing education. Computational Thinking is a thought process that uses the basics of computation to solve problems. The stages of computational thinking involve abstraction, automation, and analysis. By using these stages you can find more effective and simple solutions to solve problems. It was thinking of this type of concept that the research was chosen. The unplugged activities used in the research functioned as a good teaching methodology, since the school lacked technological infrastructure such as computers and internet access. Therefore, the present study aimed to present the results of a research carried out in a primary school that was applied in a 9th grade elementary school class II. The research was intended to introduce students to Computational Thinking, through unplugged activities. The methodology used in the research is characterized as exploratory and field, from which it was possible to obtain both qualitative and quantitative data. The objectives were achieved and the results were satisfactory, once the initial goal of the research was achieved, the students understood the content addressed, and contributed their opinion, classifying the activities as fun and easy to understand.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 Jogos digitais como ferramenta de desenvolvimento de habilidades em crianças com Trantornos do Espectro Autista(2022-02-18) Silva, Elton Martins; Diniz, Juliana Regueira Basto; http://lattes.cnpq.br/0175193064988810; http://lattes.cnpq.br/9388489442092206The digital games market has grown a lot in the last years, with the production of games that have entertainment and fun as their main objective. Besides the common use, digital games have been gaining another visibility with educational purposes, benefiting society. This paper aims to explain how digital games can help in the construction of educational methodologies that will help in the cognitive development of children with autism spectrum disorder, showing the main available games developed and studied nowadays, their main technologies of use, and proposed benefits. These games can be used to improve educational methodologies that promote the inclusion of children with ASD in the school environment, through the development of motor, social, and cognitive skills. The ability to integrate this group into society has been increasing progressively these days, with the awareness of the population and also with the help of the development of new technologies. There is a certain advance when it comes to the development of teaching-learning techniques and methods for children with ASD. In this sense, technology is a powerful tool to improve teaching methodologies, since the challenges and barriers are still present in many moments. It is emphasized that it is essential to encourage new studies in the academic field, in conjunction with several areas to promote knowledge and proper direction of technological research, after all, technology is extremely comprehensive, and its resources should be used for the benefit of everyone in society.