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
Item Minha vida de autista: jogo mobile focado em ajudar na prática das atividades do dia a dia para crianças no espectro autista(2024-02-26) Coutinho, Maely Souza; Falcão, Taciana Pontual da Rocha; http://lattes.cnpq.br/5706959249737319; http://lattes.cnpq.br/3800990932765524Item A vida através de cada bloco: ensino de programação para estudantes universitários através de jogo educativo(2023-09-08) Andrade, Alcides Cunha de; Melo, Jeane Cecília Bezerra de; http://lattes.cnpq.br/8499459630583005; http://lattes.cnpq.br/9676781312898621The problem of high dropout rates in higher education computer science courses is a recurring theme in the scientific literature, which indicates difficulties in the programming teaching-learning process as one of the main factors for this index. Another factor identified by these studies is that such difficulties mostly occur when students have their first contact with programming. For this problem, different solutions have been proposed. Among the most promising approaches, Game-Based Learning (GBL) has proven to be an effective methodology. Additionally, in terms of programming languages, a recurring paradigm to assist beginner students in learning is the use of Visual Block Programming. Thus, in this work, based on a literature review on the use of Game-Based Learning for programming education, a game called ”Life Through Each Block” is presented. The game poses challenges to students that need to be solved within a predetermined time limit. Therefore, the present work aims to use GBL in conjunction with Visual Block Programming to propose a game that aids in the programming learning process, targeted at incoming computer science students. To illustrate the proposal, a Minimum Viable Product (MVP) has been developed, containing a stage based on events that refer to situations that can be experienced by this target audience.Item Um guia para a criação de jogos digitais para aprender inglês(2019) Silva, Yuri do Nascimento Farias da; Falcão, Taciana Pontual da Rocha; Marinho, Marcelo Luiz Monteiro; http://lattes.cnpq.br/3362360567612060; http://lattes.cnpq.br/5706959249737319; http://lattes.cnpq.br/1494750866798901Digital games have gained the spotlight as learning tools, whether they are educational or commercial.In the past decade, language learning has sparkled special interest concerning the benefits it can get from the usage of digital games. In the present study, we searched the literature to map studies that assessed the characteristics of games that could benefit English learning. 32studies were identified and 20characteristics were suggested. These characteristics were then analyzed and consolidated for the proposal of a set of guidelines for the development of digital games for learning English, seeking to foster its qualities as a game and learning tool.