01.1 - Graduação (Sede)

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

Navegar

Resultados da Pesquisa

Agora exibindo 1 - 6 de 6
  • Imagem de Miniatura
    Item
    Análise de sentimentos em reviews de jogos digitais da Plataforma Steam
    (2024-09-26) Albuquerque, Júlia de Melo; Albuquerque Júnior, Gabriel Alves de; http://lattes.cnpq.br/1399502815770584
    Sentiment analysis is an area that investigates the emotional expressions of human language, aiming to understand the underlying needs and opinions expressed in texts. Its complexity lies in the ability to discern not only the textual content but also the implicit emotional matrices. With technological advancements, the ease of publicly expressing opinions is disseminated through various means, with online gaming being a sector that attracts numerous player posts about various available titles. However, this diversity of audiences and topics makes it challenging to understand the expressed sentiment that pervades this universe. The aim of this study is to apply sentiment analysis techniques to digital game reviews, adopting an approach focused on supervised machine learning algorithms and pre-polarized libraries, in order to identify the best classification path capable of discerning the sentiments expressed by users in the reviews. This operation considers an approach with all opinions and another focused on each game’s specific genre. This analysis was conducted by exploring data from an online game distribution company (Steam), followed by data preparation due to the peculiarities present in the records. The results reveal that machine learning models outperform traditional approaches, such as using the VADER library, showing a higher precision by approximately 10% in captures. A difference of 20% more was observed in metrics such as recall and F1-score. This study represents an analytical contribution to the field of sentiment analysis, highlighting the model’s ability to deal with the complexity of human language.
  • Imagem de Miniatura
    Item
    Avaliação de aplicativos de Química: uma investigação através do Modelo de Avaliação de Aplicativos Educacionais
    (2024-03-01) Oliveira, Vanessa Silva de; Leite, Bruno Silva; http://lattes.cnpq.br/4932752031807872
    The presence of Digital Information and Communication Technologies (DIT) in education has grown significantly over the years. This growth can be seen mainly in the frequent use of smartphones and tablets in the classroom, and in the number of applications (apps) for educational purposes available on digital platforms. For the teaching and learning of Chemistry, and specifically the subarea of organic chemistry, the contributions that help the understanding of this Science are unlimited, based on the visualization and interaction provided by the available applications. However, for a conscious and objective use of this tool, it is necessary that the teacher knows how to administer it in a structured way to achieve positive results in the students' learning process. Thus, the present work aims to develop a new model based on technical and pedagogical aspects, existing in evaluation models of Digital Educational Games (DEG) incorporating Bloom's Taxonomy, in addition to analyzing Organic Chemistry applications (Apps). available for free on the Google Play® platform. To achieve this, the methodological path consists of 4 steps: 1) Survey of organic chemistry applications available on Google Play® through the latent corpus; 2) Survey of models and evaluation instruments for educational digital games on the Google Scholar platform; 3) Development of a model for evaluating apps; 4) Analysis of chemistry applications found in the latent corpus, according to the model for evaluating the proposed applications. The results show that there is a diversity of organic chemistry applications, as well as JED assessment models, contributing to the development of the Educational Application Assessment Model (EAAM), composed of categories and requirements that make up technical and pedagogical aspects found and adapted from the DEG models analyzed. Furthermore, based on the EAAM produced, we analyzed Organic Chemistry applications, identifying characteristics that can be used in teaching chemistry, including: quiz characteristics, good technical functioning, levels of complexity in the content, among others. Finally, research indicates that EAAM has the potential to assist teachers in choosing applications available in application stores, given its focus on technical and pedagogical aspects that influence student learning, in addition to being able to be used for the construction of new applications in different areas, in addition to Chemistry teaching.
  • Imagem de Miniatura
    Item
    Virtualização de jogos tradicionais para aprendizagem de matemática: uma avaliação do jogo Cubra Doze em versão digital
    (2019-01-18) Silva, Ana Carolina Santos; Falcão, Taciana Pontual da Rocha; http://lattes.cnpq.br/5706959249737319; http://lattes.cnpq.br/0794195512627295
    The current research is guided by the growing use of games in education, as a teaching methodology that joins fun, logical reasoning, strategic planning, among other aspects. Prior to the Digital Era, physical games were already used in Math teaching, helping to develop students’ skills. With the increasing ubiquity of technological devices in people’s daily lives, especially the new generations, using digital technology in education is an inevitable trend. Therefore, in order to approximate the positive results of traditional games in teaching and the growing demand and interest of children and young people for digital games, this research aims to analyze the contributions of a digital game about the four Mathematics basic operations. In order to do this, the game called Cubra Doze was transformed into a digital version and an analysis was made considering the engagement and impact of the Human-Computer Interaction aspects in the user experience. After the game virtualization process, a case study was conducted with 32 students in the 1st year of High School to gauge the motivation and interaction with it. Notes registered while students were playing and an educational games evaluation questionnaire were used as instruments. The game was also evaluated based on 25 usability heuristics by 11 experts. The results revealed there are possibilities for improvements in the game’s usability, therefore it was verified there were positive outcomes related to the engagement in learning through a digital game as well as the collaboration and educational content attached to it, demonstrating how games are good educational tools to support learning.
  • Imagem de Miniatura
    Item
    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.
  • Imagem de Miniatura
    Item
    Análise do potencial pedagógico dos jogos digitais Banzo e Mandinga
    (2023-09-21) Leão, Thiago Luiz de Souza; Barbosa, Lúcia Falcão; http://lattes.cnpq.br/5667594441132627; http://lattes.cnpq.br/6391891459731710
    In this article, we aim to analyze two Brazilian digital games, Banzo and Mandinga, which lead the player to experience different scenarios of a slave society. Starting from the perspective that they bring into play important values and meanings for the cultural and identity recognition of subjects still invisible in school historical contents, we will analyze the importance of both as a playful tool for the production of historical knowledge. The methodology that we are going to apply in this article is based on the proposal of Giacomoni (2013) for whom the game configures a pedagogical resource for the construction of creative teaching and learning of history.
  • Imagem de Miniatura
    Item
    No pain, no game: as dificuldades e boas práticas do desenvolvimento de jogos durante game jams, um estudo de caso
    (2023-04-28) Santos, Lucas André dos; Nascimento, Leandro Marques do; http://lattes.cnpq.br/9163931285515006; http://lattes.cnpq.br/9608711234485905
    With the evolution of technology and popularization of digital games, the gaming market has been growing over the years and consequently reaching billionaire revenues. It is estimated that the gaming industry is valued at approximately U$154 billion. Aiming to fulfill the dream of working with games, added to the appeal of financial return, more and more people are attracted to develop their own games. However, creating a game is a multi-step process, which can be underestimated in terms of its difficulties, especially for independent developers. Thus, the scenario of a game jam can help developers to train their skills and improve game creation. In this context, the objective of this work is to investigate whether it is possible to develop games with good results in a game jam, by analyzing difficulties and good practices found in the development of known games and raised in literature. Also, find out what can be done to make solo game jam development more efficient. Based on a bibliographic review, the difficulties and good practices encountered by independent developers and game companies during game production were identified. For the application of the research, the author participated in game jams, in order to apply the recommendations of good practices found during the previous stage, having participated in a total of four different game jams. As a result, it was possible to observe a significant evolution at the end of each game jam, since the difficulties encountered during each of the jams were corrected during the execution of the next jam. Finally, a satisfactory result was obtained in the execution of the last game jam, delivering a complete game that went through all stages of the development process.