TCC - Bacharelado em Sistemas da Informação (UAEADTec)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/2881
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Resultados da Pesquisa
Item Uma análise sobre educação remota: um estudo sobre seu impacto na aprendizagem de alunos de graduação em um momento de pandemia(2021-03-29) Silva, Gilsimar de Assis; Ferreira, Jeneffer Cristine; http://lattes.cnpq.br/3000364145302421; http://lattes.cnpq.br/3056301281255227This research seeks to promote the learning impacts of migration from face-to-face education to remote education due to the COVID-19 pandemic. Some points about remote education were exposed, for example: the ordinances that authorized the implementation of remote education, some technologies used in remote education and the difference between distance education, remote education and hybrid education. As a methodology, the hypothetical-deductive method is used. Still on the methodology for data collection, the extensive direct technique was used, that was, the application of questionnaires through the google form to 13 students of the 5th period of the courses of bachelor's degree in information system and bachelor's degree in information science the questions of the questionnaire consisted of dichotomous and multiple choice questions and lastly an extensive theoretical review on the subject was carried out. As a conclusion of this research, it was noted that the impacts on the learning of students who changed from face-to-face to remote education were external. However, the positive points of this situation are, already having a pilot remote education model to be used in other times of crisis.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.