01.1 - Graduação (Sede)

URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2

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Resultados da Pesquisa

Agora exibindo 1 - 9 de 9
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    Inteligência artificial no ensino fundamental com robótica lego, aprendizagem baseada em projetos e gamificação
    (2024) Souza, Diogo Albuquerque Dias de; Rodrigues, Rodrigo Lins; http://lattes.cnpq.br/5512849006877767; http://lattes.cnpq.br/3374743431217595
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    WebForAll: Simplificando o entendimento da WCAG com gamificação
    (2024-03-08) Serafim, Maria Giulia Maia; Burégio, Vanilson André de Arruda; http://lattes.cnpq.br/3518416272921878; http://lattes.cnpq.br/0667725413041028
    In the digital age, web accessibility is a growing concern, aiming to ensure that everyone can fully enjoy online resources. However, this concern is often not prioritized in software projects due to a lack of basic knowledge on how to implement it. This work addresses the research problem: How to facilitate understanding of the Web Content Accessibility Guidelines (WCAG)? To solve it, Design Thinking was adopted as the methodology. Based on this methodology and aiming to solve the identified problem, an innovative solution was proposed: an educational platform that not only teaches these guidelines but does so in an engaging and motivating way through gamification.
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    O uso do jogo do tipo escape como ferramenta didática e suas contribuições na construção e avaliação do conhecimento químico no ensino médio
    (2023-09-22) Chagas, Emmanuel Gutemberg de Araújo; Leite, Bruno Silva; http://lattes.cnpq.br/4932752031807872; http://lattes.cnpq.br/3302014371624686
    Gamification emerges as a proposal to incorporate game elements in contexts outside of games. Thus, this study aims to analyze, based on the students' experience, the potentialities of the Digital Escape Room (DER) in chemistry teaching as an assessment tool and its contributions to the teaching and learning process and the construction of chemical knowledge for first-year high school students, at a private school in the Metropolitan Region of Recife (RMR), through a review of the contents of states of matter, atomic models, chemical elements and their properties, quantum numbers, molecular geometry, inorganic functions, and equation balancing. In this way, we seek to answer the following question: How can gamification through the application of DER-type games contribute to the teaching-learning process and the construction of chemical knowledge for first-year high school students? This objective is based on the understanding that the use of tools, such as games, has the function of attracting and engaging students and filling the gaps resulting from a rigid education that we are currently experiencing. The research is framed in the methodological field as qualitative, with a descriptive nature, based on data analysis. The study developed is based on some relevant concepts of the theoretical context, namely: playfulness, digital technologies, digital games, assessment, and High School. The experience of the class was collected, observed, and analyzed through a questionnaire prepared via Google Forms. This study involved 16 students from the school, of which 87% responded to the form. Through data analysis, it was possible to favorably determine the potential and contributions of DER as a didactic and assessment tool. The study data point to the need for preparation to ensure better immersion, as perceived in the students' statements.
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    Um estudo comparativo entre metodologias ativas para desenvolvimento de habilidades de pensamento computacional no ensino de robótica
    (2022-02-16) Lima, Huan Christopher José de; Rodrigues, Rodrigo Lins; http://lattes.cnpq.br/5512849006877767; http://lattes.cnpq.br/2033883465489052
    With the inclusion of teaching of computing in basic education, through a Resolution that instituted and guided the implementation of the Common National Curricular Base (know as BNCC in Brazil) application of computational thinking and robotics for basic education will be more and more presents as compatible didactic resources with increasing skills and society's abilities to awaken the student as an agent capable of analyzing and investigating the adversities of the present day, which is immersed in technological solutions.In this sense, we seek in this study to analyze the progress of two classroom groups during the learning of computational thinking, using a robotics kit as an educational tool, taught through two active teaching methodologies: gamification, in the morning class, and learning based in problematics, in the afternoon class. In order to understand the students' evolution level and thus be able to compare the two methodologies, a pre-test was applied in the first class and a post-test in the last class in both classrooms. Both the pre-test and the post-test contain the same twenty questions and to solve them, the students used the concepts of the four pillars of computational thinking. From the data collected, we can understand that the level of students' knowledge absorption in activities that require decomposition, pattern recognition, abstraction and algorithms can vary from pillar to pillar, not only according to the active methodology used in the course, as also with adverse factors such as the age of the students, since students under twelve have abstract thinking still in the development.
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    Mandacaru radioativa: uma proposta de gamificação no Google Forms para o ensino de Química
    (2022-10-10) Silva, Alane Conceição Leite e; Leite, Bruno Silva; http://lattes.cnpq.br/4932752031807872; http://lattes.cnpq.br/2965802485781762
    The teaching of Chemistry is sometimes seen as very complex by students. Regarding the teaching of Radioactivity, there is an even greater deficit, since it is a content that is usually present at the end of the books, causing the unavailability to use the theme in the classroom. In this sense, using different methodologies so that the teaching and learning process is more effective can be an alternative. One of the alternatives can be gamification. Gamification fits as an active methodology and is used in the educational environment to promote greater motivation, participation and engagement in students. From this, the objective of this work was to build a gamified activity for the content of Radioactivity contextualized for High School. For this, qualitative research was carried out in four stages. In the first stage, a bibliographic review was carried out covering the main aspects about the work on gamification in the teaching of Chemistry. The second stage consisted in the construction of the Gamified Activity (GA) based on the literature review. In the third stage, the application of AG was carried out in high school classes. And, in the fourth stage, the analysis of students' perceptions about AG was carried out. Data collection was carried out through questionnaires, interviews and simple observations, and data analysis was performed based on Active Technological Learning (ATA), Revised Bloom's Taxonomy, and gamification assumptions. The results show that only eight articles discussed gamification in Chemistry teaching and that only one article involved the content of radioactivity and gamification. In addition, in the analysis of the articles, the main elements of the games used that contributed to the construction of the gamified proposal entitled “Mandacaru Radioativa” were observed. Regarding the results obtained through the application of the activity, it was identified that gamification can directly influence the effective learning of students, since it promoted greater participation, engagement and autonomy of the participants, being one of the main characteristics to be obtained through the ATA linked to gamification. With this, it is believed that this type of activity can be used not only in physical classrooms, but anywhere and at any time, requiring only internet access, which suggests its potential to contribute to an active teaching of students, expanding their perceptions about the teaching of Chemistry.
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    "As vozes dos facões e os gritos das enxadas": a gamificação da história da Liga Camponesa da Galiléia em formato de RPG
    (2023-04-27) Paula, Kayo Victor de; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627
    This paper proposes the development of a didactic product in the form of a role-playing game (RPG) about the history of the Peasant Leagues in the state of Pernambuco in the 1950s. The game will contribute to the debate about the history of the state and the limits and achievements of the democratic experience in pre-1964 Brazil. The students play a central role in the narrative by taking the protagonism of the choices their characters, would make in the context of the struggle for dignity and land in the rural areas of the state. "The Voices of Machetes and the Shouts of Hoes" aims for the players to be able to: i) recognize the historical and socio-political context of the game's setting; ii) seek survival solutions in the face of natural, political, and social difficulties; iii) experience the weight of their decisions on the fate of peasants, thus producing knowledge about this historical event, its origin, and outcome; iv) find the best solution to resolve their conflicts. The didactic objective of the product is, in addition to acquiring knowledge about dates and characters, for the students to carry out historiographical operations such as researching, evaluating, criticizing, and producing historical knowledge as autonomously as possible, as real protagonists of the teaching-learning process.
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    A gamificação da História: um produto didático sobre a Confederação do Equador (1824)
    (2023-04-27) Rodrigues, Gabriel Roberto Medeiros; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627; http://lattes.cnpq.br/9924960953366735
    This didactic product proposes a game for students in the 8th year of elementary school II to venture into 19th century Brazil. The game will take place in the province of Pernambuco, in 1824, and the students will be protagonists of History, making decisions that will define their future within the separatist and republican movement that started in Pernambuco and gained support from the provinces of Paraíba, Rio Grande do North and Ceará. The game is based on a dispute, mediated by the teacher, who will guide the entire narrative present in this material. In this way, the purpose of the game is to bring information and questions that will contribute to the elaboration of historical knowledge. Students will be able to experience, through their characters, how different social groups participated in this separatist movement. The game will bring cards that will show characters present in the movement, making the student know some agendas and fights in defense of citizenship in the History of our country. In addition, the game will mobilize concepts, with the aim of presenting to the student some transformations that have taken place in Pernambuco, as captaincy, province and state.
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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.
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    Gamificação aplicada na gestão de incertezas em projetos de software
    (2018) Duarte, Thiago Augusto Costa; Marinho, Marcelo Luiz Monteiro; http://lattes.cnpq.br/3362360567612060; http://lattes.cnpq.br/5077077457690723
    The software market undergoes constant changes and new technologies are developed frequently, which stimulates competition between software companies. This environment brings a remarkable number of failures and uncertainties that can lead to failure. Based on the above considerations, it is important to highlight the relevance of a management that considers the importance of uncertainty management, which can directly affect the success of the project. The objective of this work is to propose a management approach to gamification uncertainties, in order to motivate the use of uncertainty management on an ongoing basis and thus increase the competitive advantages of organizations. Gamification is the application of game elements to processes in the real world, trying to achieve specific business goals by modifying people's behavior. Therefore, through the literature review, we sought to identify practices, techniques and strategies to support the management of uncertainties. Next, a gamification framework was elaborated, mapping the practices, techniques and uncertainty management strategies that can be explored in each orientation of the framework.Finally, the gamification uncertainty management approach was proposed. In this way, it is hoped to encourage the continuous use of the management of uncertainties in the organizations with the use of gamification