2024-10-272024-10-262024-10-272021-12-20BRANDÃO, Ezequiel Sidney de Aguiar. Estimulando a coleta seletiva através da gamificação e tecnologia. 2021. 53 p. Monografia (Tecnologia em Análise e Desenvolvimento de Sistemas) – Instituto Federal de Educação, Ciência e Tecnologia do Amazonas, Campus Manaus Centro, Manaus, 2021.http://repositorio.ifam.edu.br/jspui/handle/4321/1575Currently, due to the culture of industrialized products consumption, human beings end up producing, on average, just over 1 kg of solid waste per day. A large part of this waste is made up of materials that, through proper disposal, could be put back into the production cycle. However, the amount of residuum waste disposed of responsibly is far from ideal, generating sanitation problems in cities. This work proposes to develop a digital system that, using the gamification strategy, attracts attention, raises awareness and encourages many sectors of the society to actively participate in the process of disposal and selective waste collection in the city of Manaus. We will present here this system implementation, its modules, its versions in a Web and Mobile environment, in addition to the communication between such environments carried out through a Web Service REST.Acesso AbertoReciclagemGamificaçãoDesenvolvimento de software webAplicações móveisCNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAOEstimulando a coleta seletiva através da gamificação e tecnologiaTrabalho de Conclusão de Curso