Dissertações em Computação Aplicada (Mestrado) - PPCA/NDAE/Tucuruí
URI Permanente para esta coleçãohttps://repositorio.ufpa.br/handle/2011/9399
Navegar
Navegando Dissertações em Computação Aplicada (Mestrado) - PPCA/NDAE/Tucuruí por CNPq "CNPQ::CIENCIAS HUMANAS::EDUCACAO::ENSINO-APRENDIZAGEM::TECNOLOGIA EDUCACIONAL"
Agora exibindo 1 - 8 de 8
- Resultados por página
- Opções de Ordenação
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) Aplicação e avaliação de um jogo sério como alternativa metodológica para ensino de frações para alunos com TDAH(Universidade Federal do Pará, 2025-04-30) ALVES JÚNIOR, Fernando Cesar Chaves; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208; HTTPS://ORCID.ORG/0000-0001-7327-9960; FÜLBER, Heleno; http://lattes.cnpq.br/5018616409948511Introduction: This article describes the results obtained in an action research on the applicability of a serious game with virtual reality in the teaching and learning process of fractions content for students with ADHD. The development strategies and their practical implications observed in the use of the software are described. Objective: Apply and evaluate the contribution of the game in the learning process of fraction content for students with ADHD in the 6th and 7th grades of elementary school. Methodology or Steps: Presentation of the game to guidance counselors, teachers and parents of students; assessment of learning of fractions content; use of the game by students; reassessment of learning of the content. Results: The possibility of using the game as a didactic alternative for teachers to teach fractions stands out, improving students learning of the content.Item Acesso aberto (Open Access) Desenvolvimento de um sistema web para auxílio do processo de ensino-aprendizagem de lógica de programação aplicado ao novo ensino médio(Universidade Federal do Pará, 2024-06-28) MEDEIROS, Ederson José Andrade; ALVES, Elton Rafael; http://lattes.cnpq.br/8408339809247090; https://orcid.org/0000-0003-2148-8941Educational technologies have played a crucial role in enhancing the teaching-learning process, offering innovative solutions that contribute to a more dynamic and effective education. Despite the development of various tools aimed at different areas of knowledge, gaps still exist in certain subjects, such as programming logic within the context of the New High School. This study proposes the creation of a web-based system for teaching and learning programming logic, specifically designed for New High School students. The system is intended to be an efficient and accessible tool, capable of facilitating the understanding of complex programming concepts. Based on an educational requirements survey and usability tests, the platform was developed to meet the needs of students, providing an intuitive and interactive learning experience. This study was conducted in the city of Belém do Pará. The results obtained regarding the use of the application by participants show a considerable level of satisfaction (over 60%), demonstrating that the application can be used by any student wishing to learn programming logic both inside and outside the school environment.Item Acesso aberto (Open Access) Um guia de requisitos de softwares educativos para mulheres(Universidade Federal do Pará, 2025-06-25) DIOGO, Carla Braga; SANTOS, Viviane Almeida dos; http://lattes.cnpq.br/1489376127395764Information and communication technologies (ICTs) have demonstrated a crucial role in enabling gender equality, and are also one of the goals of the United Nations (UN). This paper presents a guide of recommendations to guide developers in the process of specifying educational software for women, thus facilitating the gathering of requirements for this audience. The guide was created based on the Design Thinking approach and, through Empathy, used a technique based on Personas through a case study of self-employed women from the Tucuruí Lake Region. It is estimated that through the adoption of this guide there will be greater ease in defining requirements and incentive in the creation of educational applications for women.Item Acesso aberto (Open Access) Heróis da luz: desenvolvimento de um jogo sério para auxiliar o ensino de suporte básico de vida(Universidade Federal do Pará, 2023-06-07) MENDES, Ingrid Nery; SANTOS, Viviane Almeida dos; http://lattes.cnpq.br/1489376127395764; TEIXEIRA, Otávio Noura; http://lattes.cnpq.br/5784356232477760Games not only provide entertainment and fun but can also play a significant role in assimilating and reinforcing specific knowledge. This leads us to the category of serious games, which are designed to aid in the consolidation of content relevant to society. Basic Life Support is a protocol aimed at reversing Cardiopulmonary Arrest, acquired through specialized training. However, without regular proper practice, this knowledge can fade. Faced with this issue, the current software prototype uses game mechanics to propose a potential solution to this gap in human memory: the lack of consistent practice. Through a systematic mapping, the existence of a lacking market (and a scientific subfield) that demands more accessible solutions was identified, targeting Nursing students, first responders, and other healthcare professionals, all seeking to maintain this knowledge. This is especially crucial in places like the Brazilian territory and developing countries, where access to advanced and costly technologies is limited. The prototype was developed following the guidelines established by the Health Games research group at the Oswaldo Cruz Foundation. Thus, a game design document was elaborated, containing flowcharts, diagrams, and other elements that allowed the realization of this project, resulting in the creation of a digital serious game. The chosen game engine was Ren’Py, due to its emphasis on narratives, use of the Python programming language, and its open-source nature with a low implementation cost. Ultimately, this work served as an idea laboratory, enabling various experiences. This included the publication of three scientific papers and interaction with research groups from different regions of Brazil. It also resulted in new interpersonal, professional, and aca demic connections, providing learning across various dimensions of human understanding, especially on a personal and evolutionary level.Item Acesso aberto (Open Access) Logificação: ambiente gamificado para auxiliar no ensino de lógica de programação em cursos de computação(Universidade Federal do Pará, 2025-02-06) CASTRO, Maria Beatriz de Oliveira; SANTOS, Viviane Almeida dos; http://lattes.cnpq.br/1489376127395764The discipline of Programming Logic requires innovative pedagogical approaches. This study presents LOGIFICATION, an environment gamified by adapting Moodle, which combines game elements with Piaget's theory of cognitive development to facilitate the assimilation and accommodation of knowledge. Using resources such as avatars, points and rankings, the system aims to motivate and engage students in learning. The research demonstrated good results, with greater motivation, engagement and performance in the experimental group, highlighting gamification integrated with a learning theory as a promising pedagogical strategy for the teaching of Programming Logic.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) Sistematização de um mecanismo de busca especializado em conteúdos das séries iniciais do ensino fundamental: uma abordagem baseada em mineração de texto(Universidade Federal do Pará, 2021-11-08) PONTIN JUNIOR, Laercio; VERAS, Adonney Allan de Oliveira; http://lattes.cnpq.br/2201652617167877; HTTPS://ORCID.ORG/0000-0002-7227-0590; FÜLBER, Heleno; http://lattes.cnpq.br/5018616409948511The technology is inserted in the most diverse environments of society, however, at times its use can be improved, as in the case of web search engines. Search tools on the web, when used by elementary school children, can lead to a complex environment that hinders learning. Such an occurrence is due to the little familiarity of children in formulating questions related to what they need to learn and the difficulty in interpreting the results. Due to this difficulty, this work proposes a search engine that improves the search string considering what governs the Base Nacional Comum Curricular. To implement this mechanism, text mining is used, to improve the environment for children's learning. As a form of evaluation, elementary school students were used together with the collaboration of teachers with the same profile. Thus, it is possible to evaluate the use of the tool and conclude the occurrence of improvement in educational search results when using a tool that applies text mining techniques in a search engine.