TCC - Bacharelado em Ciência da Computação (Sede)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/415
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Item Ensino remoto em tempos de Covid-19: uso de técnicas de gamificação em ambientes virtuais de aprendizagem(2021-12-10) Conceição, André da; Araújo, Carlos Julian Menezes; http://lattes.cnpq.br/3156174527107999; http://lattes.cnpq.br/1983070386656147It is a fact that covid19 caused several disorders in several areas and education was one of the most affected, as where before its activities were in person, it passed to be remote, thus becoming a problem for both teachers and students, because they had to adapt to a new routine without even having had a transitional time for that. Another aggravating factor is the discouragement, lack of motivation and the lack of engagement that the remote learning may entail for some, since distance learning does not have the physical presence of a tutor or something that encourages and motivates the performance of activities education, however, a solution that has gained expression in the educational environment. is gamification, which consists of assigning game elements to virtual environments in order to encourage interaction and engagement of students. This work aims to study gamification as a way to help distance learning, thus providing students with more motivation and engagement. in the curriculum activities. The work was developed in two parts: in the first form elements of gamification in Environment were studied through scientific articles. Learning Virtual (AVA) and also studied the difficulties that the teachers find in motivating and engaging students in distance learning activities. In the second part, an AVA Moodle was implemented, where a minicourse so that students could test the elements of gamification (Level UP, Progress Bar, H5P). In total there were 10 participants in different areas of the SA ber, in which they underwent a short course, where as they performed the activities tested the gamified elements. The last module of the short course was a questionnaire in order to know how was the experience with the gamified elements, preferences and other questions, below are some of the results obtained. There were several elements in the environment, in which we asked which were the most attractive and 90% of the participants chose the gamified elements over the nongamified. They were asked if they were satisfied with the gamified elements and 90% of the participants answered yes, they were also asked which of the elements gamified all used, the participant identified most and the Leve UP was chosen by 8 out of 10 participants. Another question was whether the gamification elements were effective, that is, they helped to continue the activities, in which 60% of people respond were fully effective and 30% responded that it was very effective. Finally the work allowed a theoretical and practical deepening on the concept of gamification, the use of gamification elements and a reflection on the difficulty of motivation and engagement by students in distance learning.Item Escrita colaborativa no ensino da computação: o uso da Wikiversidade como estratégia de aprendizagem(2022-10-07) Souza Júnior, Givanildo Alfeu de; Araújo, Carlos Julian Menezes; http://lattes.cnpq.br/3156174527107999; http://lattes.cnpq.br/4907081036880936With all the technological advances and all their modernity, some educational institutions are still using essentially the same teaching and learning strategies to try to engage students in the learning process. We know that this is not about ignoring our existing teaching structures and means, but rather that we can insert and adapt different ways of learning, in a flexible and knowledge-sharing way. In educational contexts, working with the Wikiversity platform enables the collaborative production of educational resources among teachers and students, disseminating knowledge and research in an accessible and free way. The goal of the work was to investigate that, by using collaborative writing on Wikiversity, it is possible to make information available generating open educational resources, as well as to use this activity as a tool for teaching and learning. In view of this, we decided to report on an experience with a group of students in the Distance Education curricular unit in the Undergraduate and Bachelor courses in Computer Science at the Federal Rural University of Pernambuco. The meetings took place remotely due to the Covid-19 pandemic, where we set goals. During these, there was interaction with the platform’s tools, discussions of the contributions the group hoped to make, and elaboration of collaborative writing on Wikiversity.At the end of the course it was possible to notice that Wikiversity can be used as a teaching tool with a differential through collaborative writing. We concluded this phase of action research by reflecting on the issues involved and the processes that triggered it.Item Extração de assinaturas de identificação de memória flash baseado em PUF com Arduino e validação com Perceptron Multicamadas(2019) Viana, Caio Bezerra; Araújo, Carlos Julian Menezes; http://lattes.cnpq.br/3156174527107999; http://lattes.cnpq.br/8717197088764951Device’s identity management is considered a core component of IoT security. Themain authentication methods use the concept of cryptographic key, this means that these curity provided by encryption is directly related to the key’s secrecy capacity. If thiskey is known by an intruder, the entire communication process is compromised sincethe messages’ content can be decrypted. The manufacture of some electronic devices may influence their physical behavior due to the existence of uncontrollable variables in-herent in the manufacturing process. Physical Unclonable Functions (PUF) techniquescan use these variables as a source for generating chip’s identification signatures. Thiswork proposes a flash memory identification approach, due to the wides pread use ofthis type of memory in current mobile devices, which use a memory block sequence verification technique based on the Program Operation Latency technique. With thisaim, the Arduino platform was used as a tool for extracting these identification signa-tures, togheter with a validation of the signatures conducted by a MultiLayer Perceptron(MLP). Who was able to learn enough about these signatures and generalize in the fu-ture, and correctly classified the classes of identification signatures used in the tests,thus supporting a flash memory’s differentiation mechanism.Item Impacto dos dispositivos móveis na saúde mental: um estudo com estudantes do DC-UFRPE(2023-05-26) Santos, Jhon Sidney Josué dos; Araújo, Carlos Julian Menezes; http://lattes.cnpq.br/3156174527107999; http://lattes.cnpq.br/1064436692019801The present study aimed to investigate the impact of mobile device use on the mental health of students in the Department of Computing at the Federal Rural University of Pernambuco (DC-UFRPE), with a focus on risks associated with intensity and form of use, such as mental health damage that can affect academic performance and social integration. To achieve this objective, a descriptive and exploratory research was carried out using a bibliographic review and a field study with DC students through a questionnaire. The results indicated that excessive use of mobile devices has a significant impact on the mental health of students, negatively affecting their academic performance and social integration capabilities.Item Rede de Atenção Psicossocial na cidade de Olinda: desenvolvimento de um protótipo web para melhoria do acesso aos serviços de saúde mental(2024-10-04) Silva, Isaque João da; Andrade, Ermeson Carneiro de; Araújo, Carlos Julian Menezes; http://lattes.cnpq.br/3156174527107999; http://lattes.cnpq.br/2466077615273972; http://lattes.cnpq.br/1877126987902999This article highlights the importance of the Psychosocial Care Network (RAPS) in the mental health of the population and the need to provide clear and accessible information about its services in the city of Olinda. The objective of the study was to propose a web application, through the development of a prototype, that centralized essential information such as target audience, address, phone number, and operating hours of RAPS services. The methodology includes problem identification, user profile definition, ideation, prototype development, and evaluation through a questionnaire answered by 127 participants. The results show a positive evaluation of the prototype, with 91.4% of respondents agreeing on its navigability and 90.6% of participants expressing their intention to use it in their daily lives. It is concluded that the project is promising and reinforces the need for continuous improvements in the available information, as well as the possibility of implementing the proposed solution and adapting it to other municipalities.