Navegando por Autor "Silva, Viviane Gomes da"
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Trabalho de Conclusão de Curso BSHARE: uma aplicação móvel social para compartilhar compras com abordagem UX(2019-12-05) Ramos, Raymison Asthon Maklouf; Silva, Viviane Gomes da; Silva, Viviane Gomes da; Xavier, Neila Batista; Pereira, Mirlem Rodrigues RibeiroAmid the innovations, humans have created what we know today as social networks, web-based services to enable online communication between people with common interests. Social networks are over-accessed, these platforms enable virtual markets in many industries, such as the shared economy, which in turn allows users to connect and create new exchange-based business models based on the idea of sharing. This course work aimed to develop a social network focused on the shared economy, addressing user experience concepts. For this the methodology was divided into 5 steps: literature review, technologies, implementation, testing and results. With the conclusion of this work is intended to contribute to a free mobile social application in which users have the alternative to participate in a social network to share common interests about the acquisition of a particular product of interest, thus contributing to its economy and development. of a solidarity chain of mutual aid.Trabalho de Conclusão de Curso Gerador do inventário de dados pessoais e do relatório de impacto à proteção de dados(2022-12-15) Silva, Eduardo Matheus Rodrigues da; Azevedo, Renildo Viana; http://lattes.cnpq.br/0601215754206476; Azevedo, Renildo Viana; http://lattes.cnpq.br/0601215754206476; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Maciel, Paulo Henrique de Lima; http://lattes.cnpq.br/9311165691777184The objective of this work is to develop a web system for the processing of personal data in accordance with Law No. 13.709 which corresponds to the General Data Protection Law (LGPD) determines, to automate the creation of the Personal Data Inventory - IDP and the Report of Impact on Data Protection (RIPD), which represent important documents of governance of personal data and subsidy for impact assessment on the protection of personal data, in order to verify the institution's compliance with what is recommended by the LGPD.Trabalho de Conclusão de Curso Lectio: jogo sério educacional para alfabetização de crianças com transtorno do espectro autista(2022-12-14) Santos, Alessandro Negrão dos; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Lima, Roceli Pereira; http://lattes.cnpq.br/4785265306445784; Azevedo, Renildo Viana; http://lattes.cnpq.br/0601215754206476This work proposes the development of a serious game for children with Autistic Spectrum Disorder - ASD, LECTIO. The objective is to implement a game, using the Treatment and Education approach of Autistic and related Communicationhandicapped Children - TEACCH that helps children with autism in their learning to read in their literacy stage, valuing good usability practices and aiming at a good user experience. To that end, the game will be based on game development guidelines specifically aimed at people with ASD, providing children with an appropriate tool to use. Therefore, the proposal is to implement interactive, clear and easy-to-perform activities, applying the TEACCH approach, in order to help children with ASD to improve their learning.Trabalho de Conclusão de Curso MY FRIEND LOGIC-X: uma aplicação gamificada para auxílio do ensino de lógica de programação para pessoas com dislexia(2023-12-11) Souza, Leonardo Henrique Lima de; Azevedo, Renildo Viana; http://lattes.cnpq.br/0601215754206476; Azevedo, Renildo Viana; http://lattes.cnpq.br/0601215754206476; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Pereira, Mirlem Rodrigues Ribeiro Pereira; http://lattes.cnpq.br/7978282398335969Trabalho de Conclusão de Curso My friend logic-X: uma aplicação gamificada para auxílio do ensino de lógica de programação para pessoas com dislexia(2023-12-06) Souza, Leonardo Henrique Lima de; Azevedo, Renildo Viana; http://lattes.cnpq.br/0601215754206476; Azevedo, Renildo Viana; http://lattes.cnpq.br/0601215754206476; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Pereira, Mirlem Rodrigues Ribeiro; http://lattes.cnpq.br/7978282398335969Trabalho de Conclusão de Curso Repositório de Libras: uma proposta de ferramenta para auxílio no aprendizado de lógica de programação(2024-07-31) Almeida, Andreson Malaquias de; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Azevedo, Renido Viana; http://lattes.cnpq.br/0601215754206476; Rocha, Josiane Faraco de Andrade; http://lattes.cnpq.br/3103793399606683The aim of this work was to develop a web glossary of technical terms related to programming logic, intended for deaf students and people with some degree of hearing impairment. A qualitative exploratory methodology was employed, analyzing pre-existing Brazilian Sign Language (Libras) glossaries to verify the functionalities and educational content available for learning computer science and related fields. Based on this analysis, multimedia content in Libras related to Programming Logic (PL) was developed. This material was created and validated by members of the Libras interpreters community and will be made available on the web as a support resource for both deaf and hearing individuals interested in enhancing their knowledge in PL.Trabalho de Conclusão de Curso Repositório de tecnologias educativas digitais no ensino médio para aprendizagem de química no contexto da pandemia de Covid-19(2023-06-28) Pedroso, Kamila dos Reis; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Melo, Ana Cláudia Rodrigues de; http://lattes.cnpq.br/5944321508964046; Pereira, Mirlem Rodrigues Ribeiro; http://lattes.cnpq.br/7978282398335969This work was developed during a Scientific Initiation project, with a scholarship from CNPQ. The topic arose from the urgent need of the Covid-19 pandemic, which made it impossible to have in-person classes at IFAM, Brazil, and worldwide. For this reason, the opportunity arose to develop a Repository of Digital Educational Technologies in Teaching for learning Chemistry in the context of the Covid-19 pandemic, aiming to support the teaching of chemistry in high school through Digital Educational Technologies in the context of the Covid-19 pandemic. The study is characterized as a qualitative research, with a descriptive and exploratory nature. Data collection was carried out through an online questionnaire on Google Forms, which was answered by Chemistry teachers in technical high school education, from the three campuses in the capital of Amazonas at IFAM (Manaus Centro, Distrito Industrial, and Zona Leste). The research results showed that 88.9% of IFAM teachers were satisfied with the use of digital educational technologies during the period of social isolation, as they proved to be an essential resource for the continuation of classes and the interaction between teachers and students. However, 11.1% of the respondents expressed dissatisfaction with the use of digital educational technologies, indicating that not all resources are consistent with the needs of the classroom, especially in the case of remote teaching. Therefore, it is important to select and group in a repository the digital educational technologies chosen and tested by high school chemistry teachers during the pandemic, which can assist in the teaching and learning process, both in virtual and in-person settings, helping the teacher to choose which resource is suitable for a particular lesson. Thus, the research highlighted the importance and possibilities of using ICTs to support the learning of chemistry during high school.Trabalho de Conclusão de Curso Uso das tecnologias digitais no ensino-aprendizagem de química no contexto da pandemia(2023-12-06) Bastos, Luana Caroline de Souza; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333; Melo, Ana Cláudia Rodrigues de; http://lattes.cnpq.br/5944321508964046; Costa, Katia Maria Guimarães; http://lattes.cnpq.br/4801914492093251The objective of this work is to present an analysis of the use of digital technologies in teaching and learning Chemistry for high school students at a publie school in Manaus, related to the period before and after the Covid-19 Pandemic, from the student's perspective. The research was carried out at the Tiradentes State School within the scope of the Pedagogical Residency Program - CAPES, in partnership with the Federal Institute of Education, Science and Technology of Amazonas (IFAM) in the year 2023. The Pedagogical Residency Program (RP) launched by Notice no. 06/2018, from the Coordination for the Improvement of Higher Education Personnel - CAPES, a foundation linked to the Ministry of Education, and aims to provide undergraduate students with improvements in their practical training through their immersion in the basic education school, starting from the second half of your course. In view of this, a descriptive and exploratory research was carried out, considering that it will bring a bibliographical survey of the topic, as well as an analysis of new knowledge collected in the field research. As an element of analysis of the data collected through a questionnaire, a qualitative approach was selected, the results were presented in the form of graphs and these were discussed with the main authors.Trabalho de Conclusão de Curso Utilização de jogos digitais no ensino-aprendizagem de genética e síndromes genéticas para alunos do ensino fundamental ii em uma escola pública na cidade de Manaus-AM(2021-12-15) Barros, Aline Silva de Souza; Pinto, Elson Antonio Sadalla; http://lattes.cnpq.br/9786797594989755; Pinto, Elson Antonio Sadalla; http://lattes.cnpq.br/9786797594989755; Vale, Adriana Carla Oliveira de Morais; http://lattes.cnpq.br/4121425372985654; Silva, Viviane Gomes da; http://lattes.cnpq.br/3840356643382333Difficulties related to teaching-learning concepts of genetics have been the object of numerous educational researches aimed at the development of pedagogical tools and methodologies that seek to improve teacher performance and student performance in the classroom. The main objective of the present study was to develop a pedagogical intervention using the potential of digital games as a pedagogical aid for teachinglearning the basics of genetics (DNA, genetic inheritance, chromosomes and human karyotype) and genetic syndromes for 9th grade students of elementary school in a public school in Manaus. The study used as a guiding methodology the Design Based Research (DBR) according to Reeves' proposal, which is divided into four phases: (1) problematic; (2) artifact development and intervention; (3) application of the intervention and its evaluation, and finally (4) reflection to produce design principles. As an intervention proposal, an interactive class was created based on the use of educational games developed from the thematic concepts of genetics and genetic syndromes in order to challenge students to build knowledge on the subject. For the elaboration of these games, the wordwall tool was used, a technological platform for game creation without the need for programming knowledge for the proper elaboration. A natural science teacher and 69 students divided into four classes participated in the research. As a result, it was observed that the students before the intervention did not have mastery over the basic concepts of genetics and genetic syndromes, after the intervention, it was possible to notice that the proposed games contributed to the construction of new knowledge about the concepts about genetics and genetic syndromes. Furthermore, the artifact developed “playing scientist” stimulated the students not only to create solutions to real problems, but also was a means to generate empathy. From the perspective of the researched professor, the intervention brought new perspectives to the teaching of genetics in the classroom, and it became a great alternative for teaching-learning the subject. The use of digital games is even more recurrent in an increasingly digital society, being an excellent option to engage students in a fun and dynamic way in the learning process.
