TCC - Bacharelado em Ciência da Computação (Sede)

URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/415

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Resultados da Pesquisa

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    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/4907081036880936
    With 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.
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    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/1983070386656147
    It 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.