Programa de Pós-Graduação em Computação Aplicada - PPCA/NDAE/Tucuruí
URI Permanente desta comunidadehttps://repositorio.ufpa.br/handle/2011/9398
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Navegando Programa de Pós-Graduação em Computação Aplicada - PPCA/NDAE/Tucuruí por Orientadores "MERLIN, Bruno"
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Item Acesso aberto (Open Access) Aplicação de estratégias de gamificação personalizadas no ensino de algoritmos e programação em curso introdutório de computação(Universidade Federal do Pará, 2025-04-16) DINIZ, Patrícia Pinto; PORTELA, Carlos dos Santos; http://lattes.cnpq.br/7707594869367480; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208; https://orcid.org/0000-0001-7327-9960This dissertation, structured as a collection of academic articles, investigates the use of personalized gamification strategies in programming education, focusing on pedagogical alignment with students’ motivational profiles and learning styles. The work comprises three interdependent articles that complement each other in addressing how to personalize the teaching of algorithms and programming to foster greater engagement, motivation, and academic performance The first article, titled “Personalized Gamification Strategies in Programming Education: A Systematic Literature Review”, published in the proceedings of SBIE 2024, presents a systematic review of 45 studies published between 2019 and 2023. Its aim was to identify the effects of competitive, cooperative, and hybrid gamification elements in programming education. The results revealed important patterns regarding the impact of these strategies on student engagement and highlighted gaps related to personalization and the use of adaptive feedback, providing a theoretical foundation for the subsequent applied studies. The second article, “Personalized Gamification in Programming Education: An Experience Report with Adaptive Feedback”, awarded at EDUCOMP 2025, reports on the application of a pedagogical methodology based on the HEXAD model (motivational profiles) and the GRSLSS model (learning styles). The approach was implemented in a technical computing class, where students were categorized into specific profiles and received gamified activities tailored to their characteristics. The experience revealed increased engagement, greater autonomy, and more active participation in the proposed tasks. The third article, “Applying Personalized Gamification Strategies in Teaching Algorithms and Programming in an Introductory Computing Course”, represents the final stage of the project and was presented to the dissertation committee. It describes the application of two main activities: the first focused on programming logic (Animal Duel), and the second on Object-Oriented Programming (OOP), developed based on the adaptive feedback collected in the previous phase. The personalization of tasks and the use of individualized feedback led to significant improvements in academic performance, content comprehension, and student motivation Overall, the three articles demonstrate that personalized gamification, combined with adaptive feedback, is an effective and replicable strategy to make programming education more inclusive and student-centered. This dissertation contributes to the field of Computer Science Education by providing empirical evidence and pedagogical practices that can be applied in diverse educational contexts.Item Acesso aberto (Open Access) Avaliação do impacto de ambientes gamificados no processo de ensino-aprendizagem da lógica de programação de computadores: uma comparação entre elementos monousuário e multiusuários(Universidade Federal do Pará, 2019) RIBEIRO, Fabrício de Sousa; FÜLBER, Heleno; http://lattes.cnpq.br/5018616409948511; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208In Technology courses that have in their curriculum matrix disciplines related to software development (such as Fundamentals of Programming), students have learning difficulties in the development of algorithms. Consequently, a methodology that is beyond the traditional teaching-learning methods is necessary, as students need different strategies that can increase their engagement. In this sense, the use of gamification techniques is a promising alternative to the positive results of their application in various areas, including education. In this scenario, digital games stand out. These can be classified into single and multiuser games. Given the above, this paper aims to compare the impact of the use of gamified environments in the teaching-learning process of computer programming logic between single-user and multi-user context. The study procedures were divided into three moments: systematic literature review, preparation of the experimental environment and performance of the experiments. The selected environment corresponds to the Code Combat game, with a modified version to integrate the multiuser features. The experiments were carried out with 38 students from a technical course integrated with high school. The data suggest an increased engagement of students who made use of the gamified environment that uses multiuser resources, but statistically, no significant learning differences were identified between the use of both types of resources.Item Acesso aberto (Open Access) Bengala inteligente: um modelo para apoio à navegação de deficientes visuais baseado em reconhecimento de cores.(Universidade Federal do Pará, 2019-05-28) BARBOSA, Luiz Carlos de Souza; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208This work presents the project to develop a navigation support system for the visually impaired, based on the proposal to use a cane with electronic devices and a mobile device, aiming to help the visually impaired to find sectors and to move autonomously in a environment mapped. Mapping takes place through the implantation of bands with different colors at strategic points, where each color group identifies the sector in which it is implanted. Once mapped, it will be possible to navigate the nvironment with the support of the cane equipped with an RGB sensor for color collection, a vibration motor for tactile feedback, and a microcontroller with Wi-Fi module to connect to the mobile device. According to the respective set of colors captured by the sensor, the user receives information corresponding to a location, route or object by voice. To verify the applicability, two maps were implanted, one in internal and one external environment. Functional evaluations were performed with the support of a group of volunteers who made the route using the device. As results, qualitative data were presented of the system functionalities, collected during the experiments, through observation of the behavior of the system and application of questionnaires to the users.Item Acesso aberto (Open Access) A comunicabilidade da interação do usuário idoso com o aplicativo WhatsApp(Universidade Federal do Pará, 2021-10-25) OLIVEIRA, Regina Mares de Souza; FÜLBER, Heleno; http://lattes.cnpq.br/5018616409948511; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208; https://orcid.org/0000-0001-7327-9960The advances in digital technologies and the widespread use of smartphones have greatly changed the way people communicate, mainly through social platforms. At the same time, the sharp growth of the elderly population raises the question of the relationship of the elderly and the new digital media, especially with the Covid-19 pandemic that has conditioned social isolation. This research aims to investigate the communicability of the interaction of elderly users with the WhatsApp application. Methodologically, it began with a systematic review of the literature, later, a case study was conducted with a group of 10 elderly, applied the Communicability Evaluation Method of Semiotic Engineering with the objective of knowing and explaining the communicative problems of use and relating them to the characteristics of the elderly. The results indicated interaction problems related to the attribution of meaning, perception, recognition of icons; indicated the most frequent communicability ruptures; indicated low vision as the most common change of aging; presented reports of the experiences of use of the elderly and also regarding the satisfaction and classification of the service.Item Acesso aberto (Open Access) IZAP: redesign do aplicativo WhatsApp para o público idoso(Universidade Federal do Pará, 2025-04-17) MIRANDA, Samara da Rocha; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208; https://orcid.org/0000-0001-7327-9960With the increase in life expectancy and the advancement of technology, the elderly public's access to the internet grows together as a means of entering the digital world, a movement accelerated by the COVID-19 pandemic. On the other hand, the conditions inherent to age, such as memory loss, low vision and reduced motor capacity that interfere with learning to use technologies, causing the need to adapt existing technologies in the market. Based on previous studies that analyzed the communicability of WhatsApp from the perspective of the elderly public, this work proposes a medium fidelity prototype of WhatsApp without the need for a final application built by the Figma tool to have the functionalities that allow simulate the necessary elements to evaluate the communicability between the user and the designee based on the Communicability Assessment Method - MAC of Semiotic Engineering to compare the results of the previous work done with the native application and the prototype.Item Acesso aberto (Open Access) PC_Edu: proposta de recurso educacional digital para formação continuada de professores em pensamento computacional(Universidade Federal do Pará, 2025-04-15) ARAÚJO, Katia Regina Pimentel; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208; https://orcid.org/0000-0001-7327-9960This research developed and validated a digital educational resource (RED) aimed at the continuing education of basic education teachers in computational thinking (CT), with the main objective of improving pedagogical practices on this topic and contributing to the systematization of its paradigms, as established by the guidelines of the National Common Curricular Base (BNCC). The literature review included relevant productions on teacher training in CT, with emphasis on works found in the Mendeley, CAPES and Google Scholar databases, in addition to publications presented at the CBIE, SBIE and WIE events. These studies highlighted the need for training actions and accessible resources that help teachers understand and apply CT. The methodology adopted was descriptive and qualitative-quantitative in nature, anchored in the Design Thinking strategy, applied in five stages: empathy, definition, ideation, prototyping and testing. Data collection and analysis were carried out through three questionnaires distributed at different stages of the research, using the Google Forms platform. The first questionnaire assessed teachers’ prior knowledge of PC, revealing conceptual and practical gaps. The second questionnaire was applied during a face-to-face workshop and showed the demand for a digital resource on the subject, resulting in the design of the RED prototype called PC_Edu. The third questionnaire aimed to validate the design of the resource, allowing the assessment of its applicability and acceptance in the educational context. The usability analysis of PC_Edu was performed based on the System Usability Scale (SUS) method, recognized for its effectiveness in measuring user experience. The results demonstrated good acceptance by teachers, confirming the relevance of the resource for training and pedagogical purposes. It is concluded that PC_Edu has significant potential to contribute to the continuing education of teachers and to the qualified insertion of Computational Thinking in pedagogical practices in basic education. The research also highlights the importance of developing educational resources aligned with curricular guidelines and the real demands of educators, promoting more contextualized, accessible and innovative training.Item Acesso aberto (Open Access) Quimivox mobile 2.0: desenvolvimento de ferramenta no ensino da tabela periódica e distribuição eletrônica aos deficientes visuais utilizando dispositivos móveis(Universidade Federal do Pará, 2019-05-23) OLIVEIRA, Alex Santos de; FERREIRA, João Elias Vidueira; http://lattes.cnpq.br/8018691254585785; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208Technological advancement has helped the integration of the visually impaired by increasing access to education. This paper presents a proposal to update the application Quimivox Mobile, developed for Android devices, which presents a tool accessible to the visually impaired, giving access to periodic table of chemical elements via synthesis of Voice and commanded by global gestures that do not require pointing to specific elements of the interface. In order to enable vident/visually impaired collaboration, the application also provides visual returns. In addition to the numerical and organizational information provided by the periodic table, the Quimivox Mobile provides several explanatory and qualitative information regarding the: family, period, classification and main uses of the element. The application also adds accessible information about the distribution of electrons in layers and energy sublevels, based on the Linus Pauling diagram and analyzing the data obtained through the evaluation of the application. Consequently, the visually impaired may have greater autonomy in the study of the periodic table and the electronic distribution of the chemical elements when using the new application. Thus, a better teaching and learning of chemistry becomes possible, with equality in the use of technologies with accessibility techniques using mobile devices with touch screen and open source operating system.Item Acesso aberto (Open Access) Realidade aumentada no auxílio da terapia de exposição: uma visão clínica(Universidade Federal do Pará, 2024-03-08) RODRIGUES, Jocenildo Abreu; FÜLBER, Heleno; http://lattes.cnpq.br/5018616409948511; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208; https://orcid.org/0000-0001-7327-9960Fear of animals and insects is a widespread condition that affects thousands of people around the world. The disease can be so severe that it interferes considerably with a person's daily life. This study aimed to examine the limitations and perspectives of clinical experts on the application of augmented reality (AR) in the treatment of phobias. The methodology used was action research, involving cooperation and participation between researchers and participants, enabling the analysis and resolution of problems in the clinical context. Information was collected through semi-structured interviews with therapists focused on specific phobias. Thematic analysis of the data revealed main and secondary themes, addressing clinical needs, software requirements, and feasibility of implementing AR in the treatment of phobias. Based on the identified requirements, augmented reality scenarios were created and the FobiAR mobile application was developed. The findings demonstrated that AR may be a promising alternative to conventional exposure therapy, offering a more immersive and controlled environment to patients. The FobiAR application received validation from the interviewed professionals, indicating potential for clinical application.Item Acesso aberto (Open Access) T-Tátil: desenvolvimento de uma tecnologia assistiva para auxiliar pessoas com deficiência visual na leitura e interpretação de desenhos táteis(Universidade Federal do Pará, 2019-12-12) ZAMPROGNO, Leonardo Zani; FERREIRA, João Elias Vidueira; http://lattes.cnpq.br/8018691254585785; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208Graphic content, including images, drawings, schematics and maps, is effective in providing a considerable amount of information concentrated in a small space, allowing a better organization of data and information series so that they are easily understood. They are widely used in the teaching process at all levels of education. Naturally, visually impaired people do not have easy access to such contents. Other strategies are used by visually impaired people to access graphic contents, one of them is the use of tactile drawings that enable to explore graphic representations using the sensory touch system for this task. However, it is difficult for visually impaired people to be autonomous in reading and exploring tactile drawings usually needs the help of a sighted person to provide initial information, such as the general message conveyed by the tactile drawing, and to guide the individual in step-by-step reading. The absence of such a person may make it impossible or considerably difficult for visually impaired people to use tactile drawings. Assistive technologies have been developed to make it easier for visually impaired people to access graphic data and even to make displays more dynamic. In this paper we list some of the main assistive technologies that aim at helping visually impaired people to read and interpret tactile graphs using various forms of feedback for vision substitute sensory systems. After studying different strategies for exploring tactile designs adopted by visually impaired people, we proposed to develop an application for ordinary tablets exploring the benefit of multimodal interactions by overlaying tactile designs printed on touchscreens intended to assist the visually impaired people in reading tactile drawings. After confirming that interactions with current touchscreens devices are possible through the papers used to explore tactile designs superimposed on the screen. In a case of study, the application prototype was tested with three blind students demonstrating that the solution has a promising approach to improve exploration of tactile designs. It also raised improvement requirements. After the implementation of these improvements, a controlled experiment with 8 blind participants was performed to compare the exploration of tactile designs with braille subtitles with multimodal tactile designs, using the developed application, and to evaluate the application usability through a SUS (System Usability Scale) questionnaire. The results showed that the application has excellent usability, according to the participants, and that the task of tactile exploration is more enjoyable, easier and faster with multimodal tactile designs, demonstrating also a performance gain and improved understanding of tactile design, and at last that user satisfaction was higher when using the application.