Disertación/Tesis

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2024
Disertaciones
1
  • GUSTAVO DOS SANTOS RODRIGUES
  • Creative writing in a digital environment
  • Líder : CARINE BUEIRA LOUREIRO
  • MIEMBROS DE LA BANCA :
  • CARINE BUEIRA LOUREIRO
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MORGANA DOMÊNICA HATTGE
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 21-may-2024


  • Resumen Espectáculo
  • Writing is a fundamental expression for us to explain our thoughts, opinions and, above all, the way we see the world. This only occurs because each one, within their experiences, carries with them what we can call “baggage of life”, what will be responsible for the way we will face the world and, thus, have important information to deliver our impressions to the outside. Although writing is indeed important for education, not everyone is comfortable with the bureaucracy it demands, such as attention and patience. Due to this observation, the hypothesis of this project is based. Thus, this research is justified by developing a learning object in digital format that can be used by students so that they explore the different textual genres from their experiences and experiences. However, for this project to be feasible, fanfictions were chosen after it was understood that they are increasingly part of the lives of adolescents inserted in the world of reading and writing. The general objective of this research will be to develop a learning object that can support Portuguese language teachers in terms of textual production. The methodology that will be used to achieve this objective will be a case study from the perspective of authors who have researched school and neoliberal society such as Laval (2019), A school is not a company, Masschelein, Simons (2017), with In Defense school: a public issue, Chamayou (2020), The ungovernable society: a genealogy of authoritarian liberalism among other authors that will be included in the studies of this present work.

2
  • MARCELO BARBOSA MAGALHÃES
  • AN INTERDISCIPLINARY PROJECT METHODOLOGY FOR SCIENTIFIC INITIATION IN HIGH SCHOOL INTEGRATED IN COMPUTING: A MOVEMENT OF PROFESSIONALS - RESEARCHERS

  • Líder : JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • MIEMBROS DE LA BANCA :
  • JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • JULIAN SILVEIRA DIOGO DE AVILA FONTOURA
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 14-jun-2024


  • Resumen Espectáculo
  • The research aims to systematize a method according to some steps to build an Interdisciplinary Scientific Initiation Project (PIIC) in Integrated High School in Informatics on the North Coast of Rio Grande do Sul, anchored from practice to theory. From this systematization, a Reference Matrix (MR) is constructed for the development of a specific resource, which is both a means and a form, for teaching practice in the area of IT, called the Interdisciplinary Scientific Initiation Project (PIIC). Based on the concepts of: Interdisciplinary Project, Scientific Initiation in Professional Education, and Digital Technology in Movement as a means and way of learning to develop/create/build from the classroom to life. The motivation was a project designed/organized for a technology fair with the theme of sustainability, with the idea of organizing a vegetable garden with an Arduino platform automated irrigation system in an indoor environment (small spaces, apartments, among others). The research methodology is qualitative, investigative and exploratory, of the action research type (with students, internal and external school teachers, teacher-advisor, external evaluators), which starts from a teaching experience to build a path, so that this PIIC project is present in curricular component classes. Furthermore, it is a way to engage students, reduce school dropout rates and, consequently, an autonomous learning process for the student-professional. However, the professor-supervisor of teaching practice and also a researcher is not the focus of research analysis, since practice anchored in research has not only emancipatory purposes, but also the promotion of technical knowledge. As results: 1) it is possible to mention the organization of the development of teaching practice so that the PIIC project could take place from the classroom to science fairs, including the student evaluation system; 2) the students, through questionnaires on Forms, recorded that they understood the PIIC methodology; 3) the interviewed IT teachers understood the usability of MR independently and would use it in their classes; 4) the final product, which is the PIIC MR, is available on the Genially platform, including color and audio description accessibility, which can be used digitally or in print. In view of this, the research contributes to an emancipatory practice in integrated and professional secondary education that aims to develop the student as a person and professional, and that school has meaning at the same time in today's times.

3
  • IVETE IARA GOIS DE MORAES
  • Let's talk about death in education?
  • Líder : MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MIEMBROS DE LA BANCA :
  • CRISTIANNE MARIA FAMER ROCHA
  • FABIO YOSHIMITSU OKUYAMA
  • JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • Data: 08-jul-2024


  • Resumen Espectáculo
  • The dialogue is built by complexities, the figures that involve and are involved in the
    dialogue are linked by a certain necessary tension in relation to the potential of the
    dialogic essence, impregnating the conversation through the context where it
    materializes or idealizes. The main objective of this writing is to analyze the presence
    or absence of Death themes in the curricula and contents of the final years of
    elementary and high school, in the perspective of a dialogue between theory and
    transversal and humanized praxis. We agree that the qualitative research
    methodology adapts to the subjective phenomenon, being possible the observation
    of natural behaviors, through the analysis based on the scientific literature of open,
    flexible answers that allow a future interpretation and meaning of the data and, for
    this reason, we will continue in this research direction, in the understanding that, in
    order to understand death, it is necessary to focus on life.

4
  • RIVKA MAJDENBAUM
  • Evaluation of the pedagogical potential of educational robotics  artifacts from a constructionist teaching perspective

  • Líder : FABIO YOSHIMITSU OKUYAMA
  • MIEMBROS DE LA BANCA :
  • FABIO YOSHIMITSU OKUYAMA
  • MARCIA HAFELE ISLABAO FRANCO
  • PAULO BLIKSTEIN
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 30-jul-2024


  • Resumen Espectáculo
  • This research developed and validated a rubric for the evaluation of the pedagogical potential of educational robotics artifacts from a constructionist perspective of learning. The evaluation rubric aims to assist educational institutions in choosing the robotic resources best suited to their needs and specificities. The rubric considers the following evaluation criteria "level of difficulty for appropriation of the artifact by the teacher", "resource dependence", "creative potential", "interaction with the environment", "accessibility for different ages" and "economic viability". These criteria were developed from a comprehensive literature review on constructionism and pedagogical approaches, constructionist theory of Seymour Papert and seminal and contemporary authors who identify with this concept of learning, such as Gary Stager, Mitchel Resnick, Paulo Blikstein, José Armando Valente, Léa Fagundes, among others, in addition to related research. The evaluation rubric is a valuable tool for educational institutions to acquire robotic artifacts appropriate to their realities, avoiding waste of resources and promoting innovative and significant pedagogical practices, such as educational robotics.

2023
Disertaciones
1
  • GUILHERME SCHIRMER DA COSTA
  • CODINGJOB: A SERIOUS GAME TO ASSIST IN C PROGRAMMING LANGUAGE SUBJECTS

  • Líder : MARCIA HAFELE ISLABAO FRANCO
  • MIEMBROS DE LA BANCA :
  • ANDRE PERES
  • LUCIA MARIA MARTINS GIRAFFA
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MARCIA HAFELE ISLABAO FRANCO
  • Data: 31-mar-2023


  • Resumen Espectáculo
  • Studies show that among the subjects of courses in the area of computing, those that addresses the programming skills are seen as vital to students’ academic and professional progress. Nonetheless, these disciplines are highlighted in several researches as complex and, generally, have a high dropout and/or failure rate. It is known that there are several factors that may lead to this problem, from a basic education deficient in logic and mathematics, lack of interest in exercises, lack of time to practice outside the classroom, difficulties in abstracting syntax of a programming language among others. In this scenario, it is believed that the development of a tool that motivates students to practice programming outside of class hours and that have a more playful and less formal content, such as, a digital game, can contribute to the development of motivation and engagement of students. Digital games have been used in education with different levels of success for decades. Currently, serious games are known for uniting the playful and   programmatic content of different disciplines, with the possibility of being used inside and outside the classrooms. This work presents the application of the serious game CodingJob, which aims to help students of the Programming Language I course to practice the course content in a environment that simulates a small software factory. Based on constructionist concepts, the game aims to use features of a micro world, a concept developed by Seymour Papert, in which the student has a study environment provided with tools that allow the same explore content, producing solutions and building knowledge. The game was developed in production cycles with the help of students through the use of the Design Science Research methodology, where a production cycle culminates with user testing that raises new suggestions for changes for a new production cycle. After 3 test cycles, the results presented were positive, although they raised several questions regarding some of the author’s design choices. It is possible to notice that the result in relation to student motivation was positive, however, the results presented in relation to learning through the game are inconsistent, since the difficulty of some questions has created frustration in some students

2
  • JOÃO JOAQUIM DE FREITAS NETO
  • TRAINING OF BASIC EDUCATION TEACHERS IN ROBOTICS EDUCATION: A STRATEGY BASED ON THE TPACK MODEL

  • Líder : SILVIA DE CASTRO BERTAGNOLLI
  • MIEMBROS DE LA BANCA :
  • CARLOS TADEU QUEIROZ DE MORAIS
  • FABIO YOSHIMITSU OKUYAMA
  • MARCIA HAFELE ISLABAO FRANCO
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 10-may-2023


  • Resumen Espectáculo
  • The use of Digital Information and Communication Technologies (TDIC) with Pedagogical strategies can be applied to different areas of knowledge. There are different TDIC that can be used in the field of education, such as such as interactive tools, digital games, learning objects, robotics education, among others. However, one of the main problems faced is the little experience that teachers have in the use and development of these technologies. Thus, the present research focused on investigating how a continuing education course in Educational Robotics (ER) for teachers, having as pedagogical support tools of the EaD modality, can contribute to the development of Computational Thinking (CT) to in order to favor the emergence of scientific, critical and creative thinking. For Therefore, RE was used as a fundamental technology, as it is believed that with it is possible to develop diverse knowledge in an integrated way. O The target audience for this research was public school teachers. who work in basic education. As for the methodological procedures, this investigation is characterized by being of an applied nature and as to the objectives it is exploratory, having its approach in a qualitative way. The search was conducted through a case study, using it as an instrument to data collection two questionnaires that were applied, one at the beginning and another at the
    end of course. The resources used were recycled materials and office, a kit that uses Arduino Mega, and code platforms and software open. It can be observed, in this investigation, that RE meets several elements present in constructionism, as well as helps in the development of computational thinking, directly influencing
    in the acquisition of scientific, critical and creative thinking. However, some limitations were observed on the adoption of the TPACK model (Technological Pedagogical Content Knowledge) through the use of continuing education oriented to interdisciplinarity. Limitations were also observed regarding permanence in the course and the effective participation of professors in activities presented in the Learning Management System  (LMS) Moodle.

3
  • FERNANDA MOTTA FERREIRA
  • THE CREATIVE SPACE AT SCHOOL: INTEGRATING SCHOOL, COMMUNITY AND LOCAL INDUSTRY THROUGH CREATIVE LEARNING, DIGITAL MANUFACTURING AND WASTE RESIGNIFICATION

  • Líder : ANDRE PERES
  • MIEMBROS DE LA BANCA :
  • EDERSON LUIZ LOCATELLI
  • ANDRE PERES
  • FABIO YOSHIMITSU OKUYAMA
  • MARCIA HAFELE ISLABAO FRANCO
  • Data: 16-jun-2023


  • Resumen Espectáculo
  • The present work raises the discussion of the implementation of a creative space within the school context. The pedagogical approach used will be that of Creative Learning with the use of pedagogical strategies developed within the Hand-in-Hand Movement and the reframing of industrial waste. The proposed general objective revolves around achieving the expansion and development of Creative Hands-on Learning actions with the use of materials from the industries, starting initially from the construction of a planning guide for a Creative Space with the use of materials (waste) from industries in conjunction with digital manufacturing technologies. In order to achieve the objectives, a qualitative research using interviews as a research instrument was selected as methodology. Data collection will be carried out within the training course, offered by the 27th CRE RS in partnership with the Federal Institute of Education, Science and Technology, with teachers. With this, it is expected that it will be possible to analyze the data generated in a qualitative way, aiming to point out the effectiveness of the dialogue with the actors in the education process, as well as contributing to the dissemination of the Creative Learning Approach at school.


4
  • ANDREIA MARIA AMBROSIO DE SOUZA ACCORDI
  • UNCOMPLICATING HYBRID LEARNING: production of a guide for didactic use in technical courses integrated into IFRS

  • Líder : MARCELO AUGUSTO RAUH SCHMITT
  • MIEMBROS DE LA BANCA :
  • ANDRE PERES
  • MARCELO AUGUSTO RAUH SCHMITT
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • JOSE PALAZZO MOREIRA DE OLIVEIRA
  • Data: 05-jul-2023


  • Resumen Espectáculo
  • The Covid-19 pandemic brought a period of suspension of face-to-face classes that gave many Brazilian teachers the opportunity to experiment with new pedagogical practices, mixing face-to-face and non-face-to-face moments, broadly called hybrid teaching. There was not, however, a broad theoretical-conceptual debate about what hybrid teaching is and whether learning, using this model, could take place in a meaningful way. Bringing the problem to the Federal Institute of Rio Grande do Sul (IFRS), the following question was asked: how can IFRS teachers appropriate and apply, according to the principles of meaningful learning, pedagogical practices involving hybrid teaching? The general objective of this dissertation is to develop a reference guide, with concepts and proposals for the application of hybrid teaching at the Federal Institute of Rio Grande do Sul (IFRS), in the context of Integrated High School, based on the principles of meaningful learning. Therefore, we sought to: a) describe how hybrid teaching, based on meaningful learning, has been applied in high school in Brazil through a bibliographical review; b) to know the profile of technical education teachers integrated into IFRS secondary education in relation to their prior knowledge about blended learning, recording reports and evaluations of experiences on blended learning lived by them, involving questionnaires, interviews and participation in online platforms line; c) to transpose the theoretical knowledge and empirical information obtained, in a didactic way, adopting the assumptions of the theory of didactic transposition for the production of the guide. With the bibliographic research, 276 works were found dealing with the application of hybrid teaching in high schools in Brazil. Of these, 28 were selected that used the assumptions of meaningful learning as part of the theoretical framework. As for the field study, ninety professors answered the questionnaire, which corresponds to 6.6% of the institution's total professors. The interaction on the online platform and on the instant messaging application involved the participation of 51 professors, five of whom were interviewed. The interaction with the professors demonstrated that most of them already have a formed concept about blended learning and have already put it into practice, if not using the theoretical framework presented here, at least intuitively. For this audience, the guide produced as a result of this dissertation will be of great value to develop meaningful learning. The greatest difficulty, however, will lie with those professors who have a different concept of hybrid teaching from that presented in this dissertation or who simply do not want to apply hybrid teaching for any other reason. It emphasizes the importance of the education product, result of the research carried out in this dissertation, elaborated in the light of the theory of didactic transposition and the importance of the dialogue between the academic production, the professors, and the didactic materials, having the professional master's programs, such as the IFRS Information Technology in Education, a leading role in this process.

5
  • FERNANDA COSTA ARUSIEVICZ
  • Thinking about the implementation management of maker spaces: some possibilities for optimizing educational actions

  • Líder : ANDRE PERES
  • MIEMBROS DE LA BANCA :
  • ANDRE PERES
  • FABIO YOSHIMITSU OKUYAMA
  • MARCIA HAFELE ISLABAO FRANCO
  • ANDRÉ LUIS ALICE RAABE
  • Data: 05-jul-2023


  • Resumen Espectáculo
  • This research project intends to investigate strategies for school management in order to expand the capacities of use of the maker spaces implemented in schools, so that the potential of these environments is directed to the learning process. It is intended, therefore, to effectively manage the use of these spaces so that schools, educators and students can take advantage of all their educational potential, becoming a living, useful and meaningful space for educational activities. With this purpose in mind, a bibliographic research was carried out bringing to light authors such as: Jean Piaget, John Dewey, José Armando Valente, José Moran, Lilian Bacich, Mitchel Resnick, Paulo Blikstein, Paulo Freire, Neil Gershenfeld, Seymour Papert, Sylvia Libow Martinez, Gary Stager. In addition, a narrative review of the literature was conducted in order to identify dissertations and theses in line with the present research. With this, we seek to elucidate in the course of this dissertation, the main theories that support the maker movement and the different conceptions that exist according to the perspective of the authors that support the way of acting of each maker space, that is, according to the approach that each maker space will have in the educational environment. Still as a method, it is intended to carry out a field research, which will have the purpose of proposing suggestions that facilitate the management or implementation of these spaces in the school, enriching and optimizing to the maximum their use by the school community according to each context.

6
  • FILLIPE DA SILVA WELAUSEN
  • LABIRINO: PEDAGOGICAL STRATEGY TO ASSIST IN THE DEVELOPMENT OF COMPUTATIONAL THINKING IN EARLY CHILDHOOD EDUCATION
  • Líder : SILVIA DE CASTRO BERTAGNOLLI
  • MIEMBROS DE LA BANCA :
  • FABIO YOSHIMITSU OKUYAMA
  • MARCIA HAFELE ISLABAO FRANCO
  • SILVIA DE CASTRO BERTAGNOLLI
  • SIMONE LORENTZ SPERHACKE
  • Data: 11-jul-2023


  • Resumen Espectáculo
  • In recent years, Computational Thinking (CP) began to be adopted in pedagogical
    strategies at different levels of Basic Education: Kindergarten, Elementary School
    (initial and final years) and High School. The inclusion of CT in basic education was
    influenced by several factors, in particular the document “Computação Complement à
    BNCC”, which presents skills, competencies and learning objectives, for all of Brazil,
    on teaching computing in basic education, including computational thinking; and the
    National Policy on Digital Education (PNED), instituted by Law No. 14,533, of January
    11, 2023. This policy presents computational thinking as one of the objectives for
    School Digital Education. Although several regulations exist, based on an investigation
    in some databases, it is possible to state that there is a shortage of works that address
    this topic in early childhood education. Considering this problem, this research tries to
    answer the following question: How to introduce computational thinking in the context
    of early childhood education? The strategy to solve the identified problem was to carry
    out an analysis of the BNCC and the DCNEI (National Curriculum Guidelines for Early
    Childhood Education) and focus on the structuring axes of pedagogical practices:
    interactions and play. In this context, the research proposes the use of an unplugged
    game, which can be approached from texts of children's literature. The idea is to
    present the concepts of computational thinking in early childhood education, relating
    them to a playful story and the game developed by this work. The game, called
    LABIRINO, was organized to be played in two ways: (i) one using only the tactile maps
    that form a labyrinth, where the child can create a story and draw on paper the paths
    to be followed by his/her character(s); and, (ii) the other way of using it consists of
    using programmed mazes, which have a single solution. This research has a
    predominantly qualitative approach, and exploratory research was selected for
    conducting the investigation, using bibliographical research, documental research and
    case study. The case study was carried out with teachers from a school in Esteio,
    through a workshop that addressed the theme of computational thinking and allowed
    participants to play the game. Afterwards, some of the participants applied the game
    in the classroom and analyzed its weaknesses and strengths. Although it could be
    played in two ways, the participants chose to use it only with the programmed mazes.
    Regarding the evaluation of LABIRINO, the collected data indicate that the eight
    participants fully agree that the game helps in the development of computational
    thinking, that the use of mazes and sound effects contributes to learning and to the
    development of the learning objectives delimited in the BNCC, and the possibility of
    storytelling with logic blocks helps in solving problems and understanding the concept
    of algorithms. Considering the evaluation of the students' learning, the participants
    reported that the game has the potential to favor learning, but that several applications
    are needed with the students, as they need to understand how the game works and
    use logical reasoning to solve the mazes.

7
  • ADEMILSON MARQUES DE OLIVEIRA
  • GOOGLE CLASSROOM IN UFES REMOTE TEACHING

  • Líder : MARCELO AUGUSTO RAUH SCHMITT
  • MIEMBROS DE LA BANCA :
  • CARLOS TADEU QUEIROZ DE MORAIS
  • FABIO YOSHIMITSU OKUYAMA
  • MARCELO AUGUSTO RAUH SCHMITT
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • Data: 09-ago-2023


  • Resumen Espectáculo
  • This study is relevant to the area of concentration of Educational Technologies. And it is linked to the research line Information Technology Applied to Education, of the Federal Institute of Education, Science and Technology of Rio Grande do Sul, Campus Porto Alegre. The theme of this dissertation is “Remote Teaching(from a distance) in the period of the Covid-19 Pandemic”. As problematic we have the formulation of the following question: how can the Google Classroom Software collaborate in the quality of the teaching and learning process and impact on the Teaching of the Federal Public Higher Education network? In sequence, we aim to analyze how Google Classroom was used at UFES for the implementation of remote teaching. Thus, this study is justified due to the importance of verifying the teaching and learning process through this tool and if it is a resource that positively influences the quality, in relation to teaching practice, in order to suggest its use for other educational institutions, as a proposal for use as a support technology for face-to-face teaching. This case study research has a qualitative approach and an applied nature, and it concludes that the use of Google Classroom was viable in remote teaching and could collaborate in enhancing quality in education, in a hybrid teaching proposal, in education higher.

8
  • LAÍS FREITAS DA SILVA
  • BASE: A METHODOLOGY FOR USING DIGITAL EDUCATIONAL GAMES IN LITERACY AND LITERACY FROM THE TEACHER PERSPECTIVE

  • Líder : MARCIA HAFELE ISLABAO FRANCO
  • MIEMBROS DE LA BANCA :
  • FABIO YOSHIMITSU OKUYAMA
  • LUCIA MARIA MARTINS GIRAFFA
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MARCIA HAFELE ISLABAO FRANCO
  • Data: 16-nov-2023


  • Resumen Espectáculo
  • Several studies carried out in recent years have shown that Digital Educational Games (DEGs) are important instructional tools as they involve content with technology and playfulness, supporting the teaching and learning process. We know that literacy is a priority in the first two years of Elementary School (EF) and is defined as the basis for other school content. However, the subject of learning literacy needs to become familiar with a succession of new knowledge, resulting in a process of building reading and writing and following this path advocates support, both for students and teachers. In view of the above, this research presents the methodology, entitled BASE, which aims to assist in the construction and use of DEGs for literacy that support the demands found within the school reality of the initial years of EF (1st to 5th year). The methodology was developed from the perspective of literacy teachers who use DEGs in their classes. Initially, an individual interview was carried out with ten teachers and a qualitative questionnaire was applied and transposed into a quantitative assessment. In this sense, the objective was to identify which evaluative metrics are considered necessary in the pedagogical performance of a DEG for literacy, being complementary to the Pedagogy element of the PlayEduc Framework and in accordance with the Gagnian Instruction Theory. In this way, contributing to the construction and application of DEGs for literacy from a teaching perspective.

9
  • MARIA TANISE RAPHAELLI BOSQUEROLLI ANTUNES
  • CONTINUOUS TRAINING OF TEACHERS AND DIGITAL CULTURE: Possibilities and conceptions

  • Líder : CARINE BUEIRA LOUREIRO
  • MIEMBROS DE LA BANCA :
  • CARINE BUEIRA LOUREIRO
  • JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • MARIANO NICOLAO
  • SILVIA DE CASTRO BERTAGNOLLI
  • KAMILA LOCKMANN
  • Data: 12-dic-2023


  • Resumen Espectáculo
  • This research has as its theme the continued training of teachers for Digital Culture, understanding that we belong to a digitalized world and that it is essential to offer moments for reflection and construction of knowledge to teachers, as they are one of those responsible for the teaching process. Which brings us to the problem: what understandings of Digital Culture and continuing education are present at BNCC and MPB and how can we problematize them with teachers from the public network of Barão do Triunfo? Given this, the objective of this investigation is: to problematize the notion of digital culture with basic education teachers through a continuing training course. Therefore, this research is characterized by its descriptive nature based on a case study. As a product proposal, a continuing training course called “digital culture: possibilities and concepts” is presented. The planning, development and validation of the course is based on Filatro (2008) which lists 5 steps for the instructional design process: 1) analysis; 2) design; 3) development; 4) implementation; and 5) evaluation. As data collection instruments, interviews with course participants are used, that is, basic education teachers from the public network of Barão do Triunfo, and direct observation, with the analysis of results taking place through the triangulation of information.

10
  • FERNANDA BORTOLUZZI
  • Student engagement in Natural Sciences classes through the development of digital games in high school
  • Líder : FABIO YOSHIMITSU OKUYAMA
  • MIEMBROS DE LA BANCA :
  • CARLOS TADEU QUEIROZ DE MORAIS
  • FABIO YOSHIMITSU OKUYAMA
  • MARCIA HAFELE ISLABAO FRANCO
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 14-dic-2023


  • Resumen Espectáculo
  • This work takes place just after the 2020 school year, which was mostly held online due to the pandemic caused by the coronavirus and along with the numerous challenges and changes in education, such as the implementation of a new high school model in Brazil. Besides that, there is also a difficulty to find digital resources that address the subject of the Natural Sciences, that meet the requirements of students in such level, to introduce the subjects into their studies. In such context, this work proposes the planning of activities with the development of digital games as a strategy to increase student engagement in classes, based on the concept of meaningful learning theory. This study started with a bibliographical research on the state of the art in this subject, carrying out a survey of the requirements from teacher in order to organize and plan the use of digital games in their classes. Then, it was developed the proposed methodology for planning and monitoring the use of digital games development for teaching Natural Sciences and Mathematics curricular components. This research was conducted using qualitative research, with practical action research as the methodological strategy chosen to carry it out, aiming to diagnose the problem in its specific context to improve engagement in the classroom. Finally, the students were encouraged to learn physics in a more fun way, through the development of digital games using TDICs based on evidence, scientific knowledge, ethics and socio-environmentally responsible principles. It was found evidences that these students have increased their engagement in studying the proposed subjects, expanding their reflections, exploring problem situations and interpreting phenomena from their daily lives.

11
  • ANA JOCELI DA SILVA DE MATOS
  • EDUCATIONAL MANAGEMENT AND DIGITAL TECHNOLOGIES: NEW DIRECTIONS AND CHALLENGES, ACTIONS AND PERSPECTIVES OF EDUCATIONAL MANAGERS IN PUBLIC SCHOOLS IN PORTO ALEGRE/RS
  • Líder : JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • MIEMBROS DE LA BANCA :
  • CARINE BUEIRA LOUREIRO
  • DENIRIO ITAMAR LOPES MARQUES
  • JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • JULIAN SILVEIRA DIOGO DE AVILA FONTOURA
  • LIZANDRA BRASIL ESTABEL
  • Data: 15-dic-2023


  • Resumen Espectáculo
  • This research project addresses Educational Management and Digital Information and Communication Technologies within the public education network. The bibliographical research is based on related studies and theoretical contributions from the Professional Master's Degree in Informatics in Education - Federal Institute of Education, Science and Technology of Rio Grande do Sul (IFRS) - Campus Porto Alegre/RS. The research approach is qualitative, the investigation is exploratory in nature, highlighting the importance of related studies and field studies, as a methodological strategy. Research data collection was carried out within the scope of the Extension Course “Digital culture: interventions in the reality of educational process management” which was held at IFRS/Campus Porto Alegre. The research subjects were the managers enrolled in the course, who are part of the State and Municipal Public Education Network. Data were collected in field research, interviews with managers and bibliographical research, which were compared from the perspective of two axes: Digital Literacy/Continuing Training, Needs/demands of school managers. These analytical categories previously chosen from bibliographic studies contributed significantly to carrying out the content analysis. It was concluded that based on these procedures, it will be possible to know the profile of school managers, the actions of their practice for the implementation of TDICs in the educational context of the Public Education Network. It is essential to highlight that the research provided support for the creation of the educational product whose purpose is the continued training of managers and teachers.
12
  • CÁTIA VAZ
  • CHALLENGES IN THE IMPLEMENTATION OF AUGMENTATIVE AND ALTERNATIVE COMMUNICATION FOR CHILDREN WITH AUTISM SPECTRUM DISORDER IN EARLY CHILDHOOD EDUCATION OF THE MUNICIPAL EDUCATION NETWORK OF THE MUNICIPALITY OF ESTEIO/RS

  • Líder : LIZANDRA BRASIL ESTABEL
  • MIEMBROS DE LA BANCA :
  • ELIANE LOURDES DA SILVA MORO
  • JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • LIZANDRA BRASIL ESTABEL
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 18-dic-2023


  • Resumen Espectáculo
  •  Including children with Autism Spectrum Disorder in regular schools is a challenge that requires teachers' commitment and knowledge of Specialized Educational Assistance within the perspective of Inclusive Education. There are cases of children with this disorder who do not communicate orally, or their desire to communicate is
    incongruent with their predisposition to speak, requiring teachers to use Assistive Technology resources to facilitate communication in other ways. Thus, this research aimed to map potential challenges perceived by teachers working in Early Childhood Education in the Municipal Education Network of Esteio/RS in implementing
    Augmentative and Alternative Communication as a category of Assistive Technology for children with Autism Spectrum Disorder who experience difficulties in their oral communication. The research subjects were the teachers working in Early Childhood Education in the Municipal Schools of Esteio/RS, who have students with Autism Spectrum Disorder with some difficulty in their oral communication. To achieve the proposed objectives of this study, a descriptive-exploratory, cross-sectional, qualitative, case study approach was used. The data collection instruments were semi-structured interviews and an assessment form for educators' training. Data
    analysis and interpretation were conducted using content analysis, which subsequently led to the formulation of categories discussed in relation to existing literature. This study resulted in the development of Educator Training and an Orientation Guide, which is made available through a website using hypermedia systems. The Orientation Guide can serve as a guiding tool for educators working in Early Childhood Education in the municipality of Esteio/RS, contributing to inclusive educational processes.

13
  • LUCIANO DA SILVA RODRIGUES
  • A Role Playing Game (RPG) game creation framework: two case studies in high school

  • Líder : MARCELO AUGUSTO RAUH SCHMITT
  • MIEMBROS DE LA BANCA :
  • MARCELO AUGUSTO RAUH SCHMITT
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MARCIA HAFELE ISLABAO FRANCO
  • JOÃO RICARDO DE BITTENCOURT MENEZES
  • Data: 19-dic-2023


  • Resumen Espectáculo
  •  

    One of the current challenges in basic education is the lack of student interest. Additionally, teachers face difficulty in creating new pedagogical and playful materials quickly and easily. Therefore, the main objective of this research, the topic of a master's thesis in the Professional Master's in Informatics in Education program at IFRS, is to develop a model for creating Role-Playing Games (RPGs) that facilitates the production of educational games by teachers using the RPG genre. The study follows the principles of Piaget's constructivist theory, emphasizing the importance of games for human interaction, rule utilization, cooperation, creative potential, problem-solving, role simulation, and other skills. The development of the model also followed a methodological approach guiding this qualitative research. The investigation assessed recent scientific production on RPG games applied in the educational context, focusing on high school through a systematic survey and conducted a literature review providing an overview of the possibilities of using this type of game to help teachers work with students on the general competencies outlined by the National Common Curriculum Base (BNCC). After constructing the artifact, it was applied in two case studies involving teachers and high school students from two public educational institutions in the state of Rio Grande do Sul and in a pedagogical workshop that included teachers from different educational institutions. For data collection in the two studies, a questionnaire instrument containing open and closed questions was applied, generating data that were transformed into texts. Data analysis was conducted using Bardin's content analysis technique, based on the inference of these textual records. As a result, teachers were able to use the model to create and implement the RPGs "Defenders of the Environment" and "Unexpected Events at Hogwarts" with their student players to assist in the learning process. The model was evaluated, validated, and refined based on participant assessments, demonstrating its feasibility and applicability in the classroom. Thus, the main objective was achieved with the production of a model that allows teachers to build RPGs for classroom use.

14
  • GRAZIELE DA SILVA RODRIGUES
  • Planning Computational Thinking in a Intentional Way for Teachers in Early Education: a teaching method supported by BNCC guidelines

  • Líder : FABIO YOSHIMITSU OKUYAMA
  • MIEMBROS DE LA BANCA :
  • ANDRE PERES
  • FABIO YOSHIMITSU OKUYAMA
  • LUCIA MARIA MARTINS GIRAFFA
  • MARCIA HAFELE ISLABAO FRANCO
  • Data: 19-dic-2023


  • Resumen Espectáculo
  • Technical, cognitive, social and emotional skills necessary for 21st century learning skills are essential for students in the contemporary world. In this context, the teaching of Computing was included in the Brazilian National Common Curricular Base in a transversal way, permeating all stages of Basic Education, from Early Childhood Education to High School, through the rules issued by the National Education Council nº 2/2022. Given the potential of Computational Thinking in developing skills to support problem solving, it was chosen as the core of the research in this dissertation. Therefore, the main objective of this research is to contribute in aiding teachers that work in kindergarten to include the pillars of Computational Thinking in an intentional way, in accordance with the BNCC guidelines, with the proposal of teaching methodological guidelines. To conduct the research, the epistemological-methodological approach chosen was the Design Science Research (DSR), which was conducted in three cycles, in two participating schools in the research. As a result of this investigation, two pedagogical artifacts were created. The first artifact, a Didactic Sequence (SD), containing plugged and unplugged activities, supported by the pillars of Computational Thinking for early childhood education classes, was applied to an average of thirty-five students, from three Pre-School II classes. Consequently, knowledge was produced to develop the second pedagogical artifact called Teaching Methodological Guidelines - supported by Computational Thinking, which can serve not only as a strategy to be reproduced, but also to help teachers plan their own activities with other groups of students, respecting the specificities present in each educational context. The results obtained from this research include: the production and availability of pedagogical material to assist, facilitate and encourage teachers to apply the pillars of Computational Thinking in the context of Early Childhood Education, through methodological guidelines that were constructed from the preparation and application of a Didactic Sequence. The research resulted in a positive learning experience for the students, as they were able to acquire knowledge linked to the pillars of computational thinking. Regarding teachers, it can be noted that they realized how much computational thinking can be applied in the classroom context, regardless of whether they use plugged or unplugged activities. Furthermore, the teaching methodological guidelines and the didactic sequence model can help teachers to replicate or create their own activities based on the pillars of Computational Thinking.


2022
Disertaciones
1
  • BRUNA POLETTO SALTON
  • MOOCs as a possibility to offer training in assistive technology in the educational context
  • Líder : SILVIA DE CASTRO BERTAGNOLLI
  • MIEMBROS DE LA BANCA :
  • ANDRE PERES
  • DALMIR PACHECO DE SOUZA
  • LIZANDRA BRASIL ESTABEL
  • MARCELO AUGUSTO RAUH SCHMITT
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 26-ago-2022


  • Resumen Espectáculo
  • Assistive technology (AT) is one of the key factors to promote the inclusion of students with disabilities in education. For this to happen, education professionals need to know AT and its application in the educational context, which is not the case in most institutions, as there is a gap in the training of these professionals in the AT area. Thus, this research proposes to investigate how a Massive Open Online Course (MOOC) can favor learning in assistive technology in the educational context, by offering a free course, certified by an educational institution. Therefore, an applied research was conducted, which involved exploratory study, literature review (both narrative and systematic), with a quali-quantitative approach and inductive method. The study began with a systematic review about MOOCs to offer AT training in the educational context and a narrative literature review about the themes that intertwine in this study – education of people with disabilities, AT, MOOCs and Universal Design for Learning (UDL). Based on the research, a pilot edition of the MOOC was developed and implemented, offered to a pre-defined audience, aiming to evaluate the course through the perception of the participants and indicators of their participation. Based on the results obtained from the analysis of the pilot data, a final edition was implemented, in which UDL guidelines were incorporated, aiming to improve the learning experience and meet the needs of the largest possible number of participants, including those with disabilities. The final edition was launched, open to all, along with the IFRS MOOCs portfolio, and evaluated over a six-month cycle. The results demonstrate that the general objective of this research was achieved, that is, to propose a way for education professionals to have a possibility of AT training which is open, free of charge and meets their learning needs.

     

2
  • SUELEN PATRICIA DOS SANTOS
  • A PROPOSAL FOR CONTINUING TRAINING COURSE FOR HIGHER EDUCATION TEACHERS OF IFRS - BENTO CAMPUS
  • Líder : JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • MIEMBROS DE LA BANCA :
  • ANDRE PERES
  • JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • LUCIA MARIA MARTINS GIRAFFA
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 16-nov-2022


  • Resumen Espectáculo
  • Gamification in teacher training is an important tool that has gained space in higher education, especially in the context of cyberculture. Thus, the objective of this work is to investigate the contributions of the use of gamification in the context of higher education, especially with regard to helping the engagement associated with the teaching and learning processes, traditionally developed in these spaces. In order to do so, it was necessary, at first, to mobilize certain assumptions and central concepts related to the theme, such as the contextualization of higher education in Brazil and the definition of gamification applied within the scope of educational institutions. Methodologically, this work starts from the bibliographic research of an exploratory nature, with the realization of a webinar aimed at higher education professors from Campus Bento Gonçalves in order to achieve the general and specific objectives that culminated in the development of the educational product, which will be a course in the MOOC modality made available to participants. As a result, it can be seen that gamification can be an important tool to be used in higher education, especially with regard to the context of traditional education in which students are inserted and practiced by teachers.
3
  • LUCIMAR VIEGAS FERREIRA
  • INTEGRATED PLATFORM: AN ANALYSIS OF MATHEMATICS VIDEOS FROM THE FINAL YEARS OF ELEMENTARY SCHOOL
  • Líder : CARINE BUEIRA LOUREIRO
  • MIEMBROS DE LA BANCA :
  • CARINE BUEIRA LOUREIRO
  • CLAUDIA GLAVAM DUARTE
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • RODRIGO PRESTES MACHADO
  • Data: 07-dic-2022


  • Resumen Espectáculo
  • Government programs related to the dissemination of Information Technology in Education seek to promote greater access for schools, especially public ones, to digital technologies. The first discussions on the subject began in 1981. Since then, several programs have been created, up to the most recent, the Programa de Inovação Educação Conectada (PROIEC), which provides two platforms, AVAMEC and Plataforma Integrada. The first aimed at professional training and the second at the availability of digital resources, from early childhood education to higher education, with different areas of knowledge. Access to teaching resources, and their selection, is an important part of the pedagogical practice of education professionals, especially teachers, who need teaching resources constantly. Web 2.0 has increased the possibilities of the internet and made it more difficult to find the necessary materials, so it is understood that it is interesting for teachers to have evaluations about educational resources available on the Integrated Platform. Thus, this research aims to describe the Integrated Platform and qualitatively analyze a clipping of videos in the area of Mathematics from the final years of elementary school. After the analysis, it was concluded that 77.9% of the videos meet the image and sound quality criteria; for accessibility, it is lacking due to the lack of description of images and Libras, with automatic subtitles in 89.4% of the videos. As a product proposal, an e-book was prepared, with the main functions of the Integrated Platform, the main available resources and the filters for selection.

4
  • FRANCIELE THIESEN CAVALHEIRO
  • Special Education and Informatics in Education: An analysis of RENOTE and RBIE Journal productions in the period 2010-2020
  • Líder : CARINE BUEIRA LOUREIRO
  • MIEMBROS DE LA BANCA :
  • CARINE BUEIRA LOUREIRO
  • ELIANA DA COSTA PEREIRA DE MENEZES
  • LIZANDRA BRASIL ESTABEL
  • RODRIGO PRESTES MACHADO
  • Data: 15-dic-2022


  • Resumen Espectáculo
  • The inclusion of people with disabilities in regular schools,has undergone
    considerable changes over thelast 30 years. So this study seeks to analyze
    publications related to special education, seeking to know the possibilities and
    practices of an inclusive school. For this, a qualitative descriptive research was
    developed. From the realization of the INSS carried out in the repertoire of the
    magazine Renote, in the period 2010-2020, about Special Education in the context of
    information technology in education, it can be seen that it is a consistent set of
    publications that refer to school inclusion aimed at the inclusion of pwd. Such
    research enabled the construction of na educational product, "resources of
    technologies in education aimed at special education", in which are cited the
    resources that enable the inclusive practice of students with disabilities in regular
    schools contexts.

5
  • CLARISSA SANTANA
  • AURORA course: a challenge to digital literacy for subsequent technical education students


  • Líder : MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MIEMBROS DE LA BANCA :
  • ANDRE PERES
  • CARLOS TADEU QUEIROZ DE MORAIS
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • RODRIGO PRESTES MACHADO
  • Data: 20-dic-2022


  • Resumen Espectáculo
  •  In today's increasingly computerized society, it is not enough to know how to read and write, there is also a need to develop technological and social skills, to understand and question what is presented in this virtual universe. Given this fact, there is an urgent need to promote these skills to students in subsequent technical education in light of the demands of work activities regarding digital literacy. In order to achieve this intention, comes the proposal of the present project which is “the AURORA course: a challenge to digital literacy for students in subsequent technical education”. Therefore, digital literacy is understood here as the ability to know how to use TDIC's, social skills and critical thinking to live in this digital world. In order to delimit the subject under study, concepts such as literacy, fluency and digital competence are presented, used as synonyms, but which in fact are not, what will be presented throughout the project. In the same direction, when the study of previous diagnosis was carried out, when comparing these concepts, it was found that students in subsequent technical education are literate, but not digitally literate. Faced with this, comes the research problem: does the "Aurora" course promote qualitative changes in the learning of TDIC's of students from subsequent technical courses so that they evolve from being literate to being digitally literate? From this research problem, the general objective is: to analyze the impacts of the implementation of the "AURORA" course on the learning of TDIC's by students of subsequent technical education in relation to the change from being literate to digitally literate . Still, the application of the research takes place through the offer of a course for students in subsequent technical education at a private school in the city of Gravataí. Thus, the methodology applied will be a qualitative approach research, of an applied nature, with exploratory objectives and, in relation to the procedures, it can be characterized as action research. That said, in the construction of the “Aurora” course, the theoretical foundations that support it were researched: digital literacy, social networks as tools that enhance learning, edutainment with the foundations of self-regulation of learning in digital literacy processes. In addition, the course will be organized using Piaget's theories of learning as a basis. Therefore, during the development of the course, information will be collected about the activities proposed in each unit, the student's self-assessment and also the final course work to highlight potential qualitative technological advances that have taken place in the digital literacy of these students. Consequently, it will be analyzed whether the problem and the objectives were achieved. Finally, at the end of the entire research, the final results, suggestions for improvements to the product and possible new applications will be verified.


6
  • CLARICE ALBERTINA FERNANDES
  • SOCIODIGITAL INCLUSION OF YOUNG PEOPLE IN THE PROCESS OF PROFESSIONAL LEARNING: A CASE STUDY WITH APPRENTICES IN THE WOODWORKING COURSE AT FUNDAÇÃO O PÃO DOS POPOROS FROM THE JOVEM APRENDIZ PROGRAM
  • Líder : LIZANDRA BRASIL ESTABEL
  • MIEMBROS DE LA BANCA :
  • CARINE BUEIRA LOUREIRO
  • KARINE DOS SANTOS
  • LIZANDRA BRASIL ESTABEL
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 21-dic-2022


  • Resumen Espectáculo
  • This qualitative research, characterized as a case study, investigates how young apprentices in the Carpentry Assistant course, at Fundação O Pão dos Poor people, through training in the use of digital tools, can develop technological skills necessary for professional performance? You research subjects are 7 young people between 18 and 24 years old, apprentices of the Carpentry assistant, in the Young Apprentice Program offered by the Centro de Professional Education of the O Pão dos Pobres Foundation. The main objective of research is to verify whether the inclusion of contents and practices with digital tools to the Professional Learning Program of the Carpentry Assistant Course, offered at Fundação O Pão dos Pobres, will promote the development of technological skills to young apprentices, in order to qualify them for the future professional insertion. For this, an Extension Course on initial training for the use of digital technologies, which is the product of this study. THE analysis of the data obtained and the discussion of the results are made through the questionnaire responses, record of observations, activities developed in the Extension Course, the interviews, and through the filming/recording of these moments. Concludes the need for the professional apprenticeship program approach in the formation of young apprentices digital knowledge, ability fundamental for those seeking professional insertion in the Information Societies and Knowledge and in the world of work.
2021
Disertaciones
1
  • CAMILA PERES
  • Game Development for Education: A Teacher Training Course

  • Líder : MARCIA HAFELE ISLABAO FRANCO
  • MIEMBROS DE LA BANCA :
  • MARCIA HAFELE ISLABAO FRANCO
  • MARCELO AUGUSTO RAUH SCHMITT
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • ELISEO BERNI REATEGUI
  • Data: 04-feb-2021


  • Resumen Espectáculo
  • There are many papers that seek to measure the effectiveness of using games in the classroom with favorable results. This interest arises due to its potential as a differentiated teaching tool and the need to seek new forms of use that new generations can relate to. Still, little is thought about how to teach the teacher to build and use these games in classroom context, an essential step for the practical and effective application of this tool. Given this scenario, the objective of this research was to define which content needs to be addressed in a teacher training course for educational games development, in order to make tools capable of contributing significantly to the teaching process. To investigate these strategies, the action research methodology was used, combining theory and practice through the development and application of a training course. In the course, teachers created prototypes of games, with which they taught content related to their subjects. A total of five games were developed. The results, in addition to the games developed, point to an increase in the motivation to develop games by the participating teachers, as well as in the knowledge about the development of games for education. The meeting among teachers with common interest on the subject made it possible to exchange experiences and encourage the dissemination of the use of games as a teaching tool.

2
  • CAMILA PERES
  •  Game Development for Education: A Teacher Training Course


  • Líder : MARCIA HAFELE ISLABAO FRANCO
  • MIEMBROS DE LA BANCA :
  • ELISEO BERNI REATEGUI
  • MARCELO AUGUSTO RAUH SCHMITT
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MARCIA HAFELE ISLABAO FRANCO
  • Data: 04-feb-2021


  • Resumen Espectáculo
  • There are many papers that seek to measure the effectiveness of using games in the classroom with favorable results. This interest arises due to its potential as a differentiated teaching tool and the need to seek new forms of use that new generations can relate to. Still, little is thought about how to teach the teacher to build and use these games in classroom context, an essential step for the practical and effective application of this tool. Given this scenario, the objective of this research was to define which content needs to be addressed in a teacher training course for educational games development, in order to make tools capable of contributing significantly to the teaching process. To investigate these strategies, the action research methodology was used, combining theory and practice through the development and application of a training course. In the course, teachers created prototypes of games, with which they taught content related to their subjects. A total of five games were developed. The results, in addition to the games developed, point to an increase in the motivation to develop games by the participating teachers, as well as in the knowledge about the development of games for education. The meeting among teachers with common interest on the subject made it possible to exchange experiences and encourage the dissemination of the use of games as a teaching tool.


3
  • CLAUDIA DA SILVA GOMES
  • COMPUTATIONAL THINKING IN THE TRAINING OF PEDAGOGUES IN THE EARLY YEARS OF BASIC EDUCATION: POSSIBLE INTERSECTIONS

  • Líder : KAREN SELBACH BORGES
  • MIEMBROS DE LA BANCA :
  • CREDINÉ SILVA DE MENEZES
  • FABIO YOSHIMITSU OKUYAMA
  • KAREN SELBACH BORGES
  • MARCIA HAFELE ISLABAO FRANCO
  • Data: 17-dic-2021


  • Resumen Espectáculo
  • Schools today need to connect to emerging cultures, innovating and qualifying their teaching and learning practices. The much sought-after quality in education systems depends, among other factors, on teachers’ training of the Early Years of Basic Education and the adequate exploration of competencies foreseen in national guiding documents. Worldwide, Computational Thinking, recognized as a fundamental competence for all subjects, has been introduced in school curricula since Elementary Education. In view of this, the general aim of this research was to analyze where Computational Thinking is or could be approached in the curricula for the initial education of Pedagogues. The secondary objectives were to identify if Computational Thinking is being approached in the initial training of Pedagogues of the Federal Network of Professional, Scientific and Technological Education to work in the Initial Years of Basic Education; if so, how the CT is being approached (in a specific or interdisciplinary way); and to produce an ebook that helps in the problematization of the training of pedagogues and in the scientific development of the theme. The theoretical foundation was based on constructivist and constructionist references, associated with Wing (2016), Valente (2016), Borges (2016), Brackmann (2017), Vicari (2018), Raabe (2020), Tanuri (2000), Saviani (2009), in addition to documents from the Brazilian educational legislation.  Thus, through an exploratory research, with technical procedures of the documental research, were analyzed, inside the pedagogical projects, the ementas of the curricular components of Pedagogy Degree courses of the Federal Network of Scientific and Technological Professional Education, in national scope. Given the objectives of the research, the content analysis based on Bardin (1977) was adopted as a method for analyzing the documents, aiming at the organization and categorization of the data, and the use of the Excel spreadsheet editor. Based on the exploratory research, it was noticed that Computational Thinking is not explicitly described in the initial training curricula. However, it is present in an interdisciplinary way in several curricular components, especially regarding its elements, such as assessment and strategy. It was also understood that these elements are inherent to the professional practice of pedagogues, which also suggests a possible methodological use of Computational Thinking. It was verified, from the results, that Computational Thinking is present in the curricula of the Pedagogy Degree of the Federal Network of Institutes, but in an implicit and unintentional way. Therefore, the issue is still relevant and necessary, since, despite it has already been configured as a national school demand, its problematization, implementation and scientific production are still incipient regarding the teachers’ training of the Initiating Years of Basic Education.

4
  • CALEBE DA SILVA BORGES
  • Design for Education: a teacher training course to improve the design of educational resources.

  • Líder : EVANDRO MANARA MILETTO
  • MIEMBROS DE LA BANCA :
  • EVANDRO MANARA MILETTO
  • GABRIELA TRINDADE PERRY
  • KAREN SELBACH BORGES
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 20-dic-2021


  • Resumen Espectáculo
  • Research in the field of Informatics in Education seeks solutions mediated by technologies that help the teacher in an attempt to optimize the visual communication of concepts and contents related to their field of study. In the same direction, authors and theorists in the field of Education have made efforts on how the optimized visual configuration can be a factor of engagement, favoring increased interest and better consumption and understanding of information and content. However, it is observed that teachers and educators still fail in issues related to the design and aesthetics of their educational resources. Given this scenario, this research sought to investigate how the basic principles of design can contribute to the functional and visual quality of teaching materials produced by teachers. To this end, a training course was held for higher education teachers in basic design principles. The results obtained showed that the adoption of these precepts in the practice of making educational resources (ER) by part took place in a positive way. In this way, it is believed that the research contributed with significant improvements in the functional and aesthetic issues of the (RE) created by the teachers. The methodology used in the development of this work was action research and it allowed for intervention in the systematics of creation as a qualitative and applied research. The achievement is justified by the relevance and interdisciplinary contribution, social and professional performance.

5
  • PRISCILA RIBEIRO DOS SANTOS WELAUSEN
  • EMPOWERING PEDAGOGICAL PRACTICES FOR MAKER EDUCATORS

  • Líder : ANDRE PERES
  • MIEMBROS DE LA BANCA :
  • KAREN SELBACH BORGES
  • MARCIA HAFELE ISLABAO FRANCO
  • SIMONE LORENTZ SPERHACKE
  • Data: 21-dic-2021


  • Resumen Espectáculo
  • The Maker Movement is based on the do-it-yourself proposal and the of creativity. With the popularization of technological resources such as 3D printers, laser cutting machines, carpentry practices, use of scrap and low-cost robotics kits, an expansion of digital manufacturing is perceived and the culture of  “do-it-yourself” in line with educational practices that defend the idea that education should be experimental and contextualized with elements of the real world. In recent year, its is possible to identify the constitution of educational makerspaces (within schools, libraries, community associations and universities) whose focus is on involving students in the creative process, building their own knowledge and solving problems through hands-on activities. As for the use of these spaces in educational practices, however, it is necessary to consider tha the current educational model still relies on instructional proposals that emphasize more the exposure of content and assessments plastered to measure results, than the collaborative construction of knowledge. Thus, it is essential tha teachers develop new skills such as the use of movement equipment and toolsmaker, in addition to reviewing postures and behaviors. However, there are still few trainings and didactic resources that help teachers to integrate the makespace in their pedagogical practices. Considering this context, this present researh aims to explore the potential of educational makers environments, collaborating to facilite the process of teacher training, where there able to develop new pedagogical practices using the tools and technologies available in these environments. To analyse the behavior of teachers and identify their difficulties, a Makers Experiences Circuit (CEM) was carried out, guided by the Creative Learning (CL) approach, where teacher, organized in groups, were introduced to manufacturing technologies such as basic electronics, 3D printing and laser engraving. The methodology used this study followed a qualitative perspective and an action-research approch, based on the problem which involved using tools and tecnologies from makerspaces, as well as the contributions of CL in semi-structured interviews and an online questionnaire were adopted. Based on the collected data, the Educadores Makers website was developed, with content to support teacher developed new pedagogical practices in educational makerspaces. The framework that serve as the basis for this research was based on the themes investigated, provinding a dialogue between theory and situations found in the research field. The results indicated that there is need for compiling the technical material with attitudinal and procedures oriented makers activities to contribute to teachers develop their teaching practices in environments makers. The Makers Experiences Circuit, through the Creative Learning approach, has considerably contributed to providing and enhancing teachers’ reflections on creativity collaboration, development of various skills and the adoption of innovative practices in Education.

6
  • LUCIANA FARIAS PEREIRA
  • CREATIVE LEARNING FOR THE DEVELOPMENT OF MORE EMPATHIC HUMAN RELATIONS IN TRAFFIC: A STUDY IN THE REMOTE AND EMERGENCY EDUCATION CONTEXT
  • Líder : KAREN SELBACH BORGES
  • MIEMBROS DE LA BANCA :
  • CAROLINE BOHRER DO AMARAL
  • KAREN SELBACH BORGES
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 22-dic-2021


  • Resumen Espectáculo
  • This dissertation aims to verify the potential of creative learning as a pedagogical approach focused on the development of more empathic human relations in traffic. For this, an intergenerational project was carried out involving students from a State Elementary School and elderly of the Active Maturity Project of SESC RS (Social Service of Commerce of Rio Grande do Sul). The methodology applied was a field study, supported by participant observation of the activities proposed to the groups surveyed. A pre-experiment questionnaire was used as an instrument for data collection to know the students’ profile and an empathic behavior assessment questionnaire, which was applied before and after the intergenerational project that was carried out in order to verify changes in the empathy levels of the students involved in these activities. These were elaborated seeking to follow the of Seymour Papert’s constructionism principles, present in the 4 Ps of creative learning, also having as an epistemological base on Jean Piaget’s constructivism. Due to the COVID-19 pandemic, the format of these activities had to be adequate in order to monitor the emergency remote teaching practices adopted by the schools. This impacted the results of the experiment as a function of the number of data sample that was reduced and, therefore, it was not able to state significant changes in the empathy’s level of the surveyed students. However, it was possible to qualitatively evaluate these video’s meetings, the virtual campaigns which have been elaborated, the student’s attitudes throughout the project, indicators that have made possible to infer the change in the young people’s attitudes in regards to the elderly, either by contact with from the Active Maturity group’ people, which has contributed to demystify the prejudices of aging, or their relationship with their relatives, thus demonstrating extra attention and care for the 60+ audience.

2020
Disertaciones
1
  • KAREN CRISTINA BRAGA
  • .

  • Líder : FABIO YOSHIMITSU OKUYAMA
  • MIEMBROS DE LA BANCA :
  • FABIO YOSHIMITSU OKUYAMA
  • SILVIA DE CASTRO BERTAGNOLLI
  • EVANDRO MANARA MILETTO
  • PATRÍCIA BRANDALISE SCHERER BASSANI
  • Data: 15-may-2020


  • Resumen Espectáculo
  • .

2
  • ANDERSON DALL AGNOL
  • .

  • Líder : ANDRE PERES
  • MIEMBROS DE LA BANCA :
  • ANDRE PERES
  • EVANDRO MANARA MILETTO
  • GISELE ORLANDI INTROÍNI
  • LIZANDRA BRASIL ESTABEL
  • Data: 16-jul-2020


  • Resumen Espectáculo
  • .

3
  • BRUNO FORTES LUCE
  • Misinformation in the Elderly: how the elderly audience relates to fake news on social Media.

  • Líder : LIZANDRA BRASIL ESTABEL
  • MIEMBROS DE LA BANCA :
  • CARINE BUEIRA LOUREIRO
  • ELIANE LOURDES DA SILVA MORO
  • LIZANDRA BRASIL ESTABEL
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 16-sep-2020


  • Resumen Espectáculo
  • This survey has as a research problem: how do elderly people, whereas digital immigrants may acquire informational skills needed to deal with the phenomenon of the fake news? In the scope of the research, embrace as the main goal, acceptance and propagation of the fake news by the elderly public people. The method of the research is the case study of qualitative survey and the data collection instruments was the observation of the participants of the researcher and the interview conducted with semi-structured questions to the subjects after the accomplishment of an Extension Course. The development of the Extension Course media and information literacy for elderly people, with the length of 20h, it was taken during the period of a month in the premises of the Federal Institute of Rio Grande do Sul (FIRS), and had involved eight elderly, subjects of the survey. The structure prioritized expository and dialogued lectures, where it was addressed to the origin of the internet and social networks, information sources, misinformation, informal competence, fake new types, cross-check factors and relating content. There were also held tours to the library and the newspapers and radios editorials and chatting with professionals. As a result at the end of the course clearly perceived the progress relating to the identification of the fake news by the subjects, the search for the information in reliable sources and the action of not sharing any material received through social media. Concluding, it was possible to notice a better relation between the usage of the digital tools by the subjects and the relevance in the search for appropriated sources. As well it stands out the willing of the participants to keep still qualify through other courses, in another moment. It is believed that the experience was productive and that the type of course can be replicated to other publics and to a bigger public in other premises and places.

4
  • THAIS ROBERTA KOCH
  • The difficulties and challenges in a Precalculus class: an ethnographic study

     


  • Líder : CARINE BUEIRA LOUREIRO
  • MIEMBROS DE LA BANCA :
  • CARINE BUEIRA LOUREIRO
  • DAIANE SCOPEL BOFF
  • EVANDRO MANARA MILETTO
  • KARLA SCHUCK SARAIVA
  • Data: 27-oct-2020


  • Resumen Espectáculo
  • The Precalculus course is aimed at filling the mathematical knowledge gaps of the Basic Education students and prepare them to follow the specific contents of Calculus. However, despite being a component of preparation for the Calculus course, students have also demonstrated difficulties in this new discipline. The purpose of this research is to comprehend the students’ difficulties in a Precalculus discipline. To do so, an ethnographic study was carried out in a Precalculus class at a Mechanical Engineering course, a literature review of work on the Precalculus theme and the search for Digital Information Technology and Communication (DITC) resources that could aid students of Precalculus. Through the ethnographic study, it was possible to observe that some students showed apprehension to expose themselves, (dis)interest in the curricular component, excessive mobile phone use, and difficulty to keep a study routine concerning the Precalculus. The present research is supported by post-structuralist authors. The outcome of this research refers to a Digital Educational Resource (DER), in the format of a digital book (e-book), which aims at presenting DITC and tips to insert these technologies in Precalculus classes based on the difficulties found in the ethnographic study carried out. The product was developed on the platform Canva. The choice for this format is an attempt to share DITC and tips on how to use it, so that DER becomes an alternative to professors, in order to think or rehearse the execution of collective experiences focused on the establishment of relations, cooperation practice, promotion of new interests, student preparation practice, as well as the study supported by DITC.

5
  • GREYCE DA SILVA RODRIGUES
  • SCHOOL PEDAGOGICAL MANAGEMENT SUPPORTED BY THE USE OF DIGITAL TECHNOLOGIES: THE CASE OF A MUNICIPAL EARLY CHILDHOOD EDUCATION SCHOOL IN GRAVATAÍ/ RS

  • Líder : JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • MIEMBROS DE LA BANCA :
  • JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • LUCIA MARIA MARTINS GIRAFFA
  • MARCELO AUGUSTO RAUH SCHMITT
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • Data: 10-dic-2020


  • Resumen Espectáculo
  •  Currently, many schools do not include planning hours within the teaching hours as determined by Federal Law No. 11,738/2008. Therefore, the classes that have shared teaching, without the time of a third of the teachers’ journeys destined to dialogue and build the students' assessments together, have the quality of the education offered potentially impaired. Considering this context, the following question was chosen as guiding for this investigation: How does the pedagogical management of times and spaces occur for the collective construction of educational processes in view of the demands associated with the insertion of digital technologies (DTs) in the school context ?. From these anxieties, the need arises to investigate how DTs can help to minimize the gaps in this situation, thus, the main objective was to investigate the contributions of DTs in the organization of appropriate times and spaces for the collective construction of pedagogical processes. The relevance of this study is based on the challenges that school management encounters when seeking meaningful communication that aims the effective coordination of individual potentials in order to promote collaboration as a way of building and guiding the teaching and learning processes collectively. The research methodology sought to contribute to the qualitative approach and is divided into two phases: the first phase includes documentary, bibliographic research and participant observation. The data collected in this period triggered the second methodological phase, which developed a pilot project to create a virtual community of practice (VCoP) through action research on the construction of students’ assessments. The project happened with 35 education workers from a Municipal School for Early Childhood Education in Gravataí/RS, located on the outskirts of the city. As a result, we highlight the observable potential of DTs for the locus of this investigation, since the school in question has a structure to continue teaching experiences with the support of DTs. As well as VCoP's contributions to collaborative school construction, the possibility of conducting future research on how teachers are using DTs in the midst of remote activities during the COVID-19 pandemic and how these digital resources will be used in the return to presential activities.

6
  • CRISTIAN GUSBERTI
  • Learning Analytics and Educational Management with Quality - A Case Study

  • Líder : MARCELO AUGUSTO RAUH SCHMITT
  • MIEMBROS DE LA BANCA :
  • LUCIA MARIA MARTINS GIRAFFA
  • MARCELO AUGUSTO RAUH SCHMITT
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MARCIA HAFELE ISLABAO FRANCO
  • Data: 15-dic-2020


  • Resumen Espectáculo
  • The success of the teaching and learning processes does not depend merely on the actions of the teacher. There are other important instances for education to take place satisfactorily. The actions of those responsible for the educational system of a country, state or city have an impact on this success. The actions of those responsible for educational institutions are fundamental for the teaching and learning processes to take place with social quality. This work has as its research area precisely this third level of action: the managers of educational institutions. Such managers make administrative and pedagogical decisions that directly influence issues like student retention and dropout. They also make decisions that determine the offer of school subjects and teaching hours. To execute this educational management, professionals need access to information. Much of the necessary information is present in the databases of academic systems used by educational institutions. Such records constitute a rich source of data, however there is a difficulty in obtaining rich information for correct diagnoses that lead to decisions that increase the teaching and learning processes of students and the efficiency of organizations. The scientific community's perception of the existence of this poorly used educational information repository led to the emergence of a new research field called Learning Analytics (LA). As academic systems contain relevant data for decision-making but are not properly used in terms of their potential to generate relevant information, there is a need to use learning analytics techniques to provide more substantial data, properly processed and formatted, that allows for safe decisions. In this manner, the research problem that conducts this work is the acknowledgement of the difficulty that educational managers have in obtaining information about the learning processes to support administrative and pedagogical decision-making. The hypothesis raised is that an information system based on learning analytics can contribute to the improvement of decision-making by educational management. The general objective was to develop a tool for collecting, measuring, analyzing and reporting educational data from the SIGAA academic system, used at the Federal Institute of Education Science and Technology in the state of Rio Grande do Sul (Brazil), to provide subsidies for educational managers to define the best strategies for the effective progress, use and permanence of the students in the courses offered by this institution. Through the validation of the results, it was possible to conclude that this tool in fact meets the need exposed in the problem and the hypothesis raised was partially validated. The methodology utilized in the research is characterized as applied, descriptive and qualitative. Bibliographic research, data collection and case study procedures were used. The core themes of this paper are educational management, quality in educational management, the importance of information for educational management with quality and learning analytics.

7
  • INFÂNCIA BONES FREITAS
  • THE USE OF MOBILE TECHNOLOGIES TO ASSIST IN LEARNING FROM STUDENTS WITH DYSCALCULIA

  • Líder : MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MIEMBROS DE LA BANCA :
  • ANA SARA CASTAMAN
  • FABIO YOSHIMITSU OKUYAMA
  • ISABEL CRISTINA MACHADO DE LARA
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • Data: 16-dic-2020


  • Resumen Espectáculo
  • Dyscalculia is a disorder resulting from a neurological malformation that causes learning difficulties in Mathematics such as doing simple mathematical operations, perpetrating classifications until solving more complex problems. It can be noticed in the early school years, when the child tends to have difficulties in understanding terms such as equal and different, bigger and smaller. However, it is only after the introduction of more specific symbols and concepts that the difficulty is accentuated; and it is at this stage that dyscalculia can be diagnosed by a team of specific professionals. Therefore, the research aims to analyze how the pedagogical use of a technological resource, specifically the educational application "No$$o Dinheiro", can help in the construction of skills related to the curriculum component of Mathematics by students with dyscalculia. Studies prove that the use of technological resources can favor the learning of students with dyscalculia. Moreover, because they are considered an important element in all areas of knowledge, digital information and communication technologies, in particular, are pointed out as important tools in modeling and resolution of mathematical problems. This research also aimed to program the educational application “No$$o Dinheiro”, considering the Brazilian monetary system. It aimed to contribute to the improvement of issues and experiences in the context of life of students with dyscalculia, addressing the correct use of money, using activities that mark the value of banknotes and comparing the price of products, challenging them to make change, among others, helping in the student's financial education. The research method adopted was action research, in addition to action research and data collection that counted on the assistance of the Specialized Center for School Assistance and Prevention and public schools in a municipality located in Campos de Cima da Serra/RS, in order to identify students with dyscalculia. Two students diagnosed with this disorder were identified, who, after being duly authorized by those responsible legal, performed the tests proposed by the author. Participants showed significant progress that are described in the data analysis. After applying the tests and using the educational application “No$$o Dinheiro” for eight weeks with the research participants, it was found that the use of mobile technologies that address mathematical activities significantly assists in the development of learning by students with dyscalculia.

8
  • SINARA CRISTIANE TRES SOARES
  • MORAL AUTONOMY IN TRANSIT: IS IT POSSIBLE TO CONTRIBUTE FROM A SHORT TERM COURSE?

  • Líder : MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MIEMBROS DE LA BANCA :
  • ANA SARA CASTAMAN
  • CAROLINE BOHRER DO AMARAL
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 16-dic-2020


  • Resumen Espectáculo
  • The present dissertation seeks to investigate how a short term hybrid class, based on the relational pedagogical model, could contribute for the development of the moral autonomy of adults in transit. The research was executed on the Public School of Traffic (EPT) of Rio Grande do Sul State Traffic Department (DetranRS), which promotes a class for people who committed transit crimes and have the right to a penal transaction, starting on a model closest to directive pedagogy. The methodology used for this research was the experimental method, through the application of two models of class, in two different groups. The experimental group (EG), participated on one class- which configured itself on the independent variable of the experiment- with the methodology of the hybrid teaching (HT), being composed of two 4-hour face-to-face meetings, besides the online activities, supported on mobile learning, through the use of WhatsApp. The referred class, based on the relational pedagogical method, used as main theoretical source to the elaboration of the class the knowledges presented by Piaget about moral development.  In the control group (CG), it was maintained the traditional teaching methodology, directive, already used on EPT. The instrument to collect data was formed by two questionnaires that were applied in both groups, being one before the beginning of class (Questionnaire 1- Q1) and the other one at the end (Questionnaire 2 –Q2). There were also consulted the infractions of the subjects, comparing the six months before and after the participation on the class. The results presented indicates that among the factors of a short course that contribute to moral development in transit, the application of a relational pedagogical model, in which interactions play a fundamental role in promoting the decentralization of subjects and, therefore, a path of approximation towards moral autonomy in transit. Besides that, the use of WhatsApp as a didactic resource, amplified the opportunities of intervention towards the public, allowing the continuity of the educational process between the meetings, without the necessity of the traditional virtual environments of learning, which, sometimes, could interfere in the adherence of the educational proposals. 

9
  • JOHNATA SOUZA SANTICIOLI
  • Financial Education In High School: an Assisted Proposal for Serious Games


  • Líder : EVANDRO MANARA MILETTO
  • MIEMBROS DE LA BANCA :
  • EVANDRO MANARA MILETTO
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MARCIA HAFELE ISLABAO FRANCO
  • WENDY BEATRIZ WITT HADDAD CARRARO
  • Data: 17-dic-2020


  • Resumen Espectáculo
  • A portion of Brazilian consumers are excessively indebted, in default or with restricted credit, this number tends to increase due to the financial and health crisis caused by the pandemic of COVID-19. In addition, young Brazilian adolescents have a low rate of financial literacy, compared to other countries that participated in the study published by the Organisation for Economic Cooperation and Development. Without considering the problems with poverty and income distribution in the country, this context highlights the reflection of the low literacy and financial knowledge of the Brazilian population. The insertion of this theme in the academic curricula represents a great challenge for the educational institutions of the RFEPCT, in particular, whose mission is professional, citizen and connected education to the contemporary world. In this context, the present project aims to evaluate the effectiveness of a course on financial education assisted by serious games, as the main educational technology, to provide financial education to high school students. The methodology used in the course is based on the stages of cognitive development of financial literacy, developed with the support of Jean Piaget’s genetic epistemology. The process implies the use of the Orçamento Consciente and Renda Passiva games to simulate environments, simplify and playfully present the fundamental themes of financial education. The present research is classified as applied as to its nature, exploratory as to the objectives and as a case study as to its purpose and procedures, the data were collected through questionnaires and analyzed through the qualitative approach. In order to validate this research, the ‘Financial Education through Games’ course was offered to high school students integrated at the IFSul - Câmpus Gravataí, through a teaching project approved by the teaching rectory of the institution. The results of the research confirmed the hypothesis that the games used favored student learning, as well as proved that the course provided students with introductory knowledge about finance and met the expectations of participants and researchers, in this way it can be expanded to other units to reduce this important educational gap.

10
  • LUÍS CARLOS PETERS MOTTA
  • ITILEDU: adaptation of ITIL® V3 to assist the teacher in planning digital technology in the teaching and learning process.

  • Líder : MARCELO AUGUSTO RAUH SCHMITT
  • MIEMBROS DE LA BANCA :
  • ANDRE PERES
  • FABIO YOSHIMITSU OKUYAMA
  • MARCELO AUGUSTO RAUH SCHMITT
  • PRICILA KOHLS DOS SANTOS
  • Data: 17-dic-2020


  • Resumen Espectáculo
  • ITILEDU is a theoretical essay that proposes the adaptation of ITIL © V3 to assist the teacher in planning Digital Information and Communication Technologies (TDIC) in the teaching and learning process. ITIL © V3 is well known in the management of information technology (IT) for companies of any size. Basically, ITIL © V3 seeks to guarantee quality in processes supported by IT, through best market practices. Composed of extensive five books, which deal in a non-deterministic way how information technology can improve processes in a company, ITIL © V3 is a reference in its area. This work aims to adapt some precepts of ITIL © V3 to a pedagogical approach that aims to help teachers in a non-deterministic way to plan DICT as tools for the teaching and learning process. The adaptations of ITIL © V3 were made aiming at the teacher and justified. This becomes necessary, as ITIL © V3 is dedicated to improving processes in an organization, and here in this work the teacher is aimed at and not the educational institution to which he belongs. Before this adaptation, justifications and a theoretical basis that seek to demonstrate the validity of TDIC as auxiliary tools in the teaching and learning process will be presented. Although this work is a theoretical essay, a test was carried out with a group of teachers and undergraduate students for a possible validity of the work in the practical field of the classroom. The conclusions are presented taking into account this testing, the adaptations of ITIL © V3 and the context of the COVID-19 pandemic in 2020. The results, gathered in the lectures, also indicate that the proposed organization of the spectrum of the five stages made sense to the teachers as a more effective possibility of organizing their knowledge and practices, aiming at planning for TDICs in the teaching and learning process. The results, exposed in the testing chapter, leave an open field for the real possibility of validation in an institutional context.

11
  • FRANSCIÉLY VALLADAS VELASQUES
  • TUTORS PERFORMANCE IN TEACHING AND LEARNING PROCESSES IN DE: IMPROVEMENT AND GUIDANCE ACTIONS THAT INFLUENCE DISCENT LEARNING

  • Líder : MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MIEMBROS DE LA BANCA :
  • ANA SARA CASTAMAN
  • ARIEL BEHR
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 22-dic-2020


  • Resumen Espectáculo
  • Distance Education performs the teaching and learning process through the Virtual Learning Environment that allows interaction between teachers, tutors and students. Thus, due to physical and temporal distance, there is a difficulty in engaging students in online disciplines, as in classroom teaching, considering the performance of activities, interaction in the environment, and especially in actively accessing the content. Thus, this research aims to identify the challenges faced in online disciplines, from the perspective of teachers, students and tutors and to propose actions aimed at guiding and improving student learning processes, with regard to the impact of the performance of tutors in the scenario of distance education. From the results, a manual elaborated in which it presents these actions, contributing to the performance of tutors and qualifying the teaching and learning processes. To this end, semi-structured interviews conducted with teachers and tutors with experience in distance education, from four institutions in southern Brazil, and online questionnaires with students and graduates of these institutions. Because of the research, there are difficulties in compacting technologies and organization, time management, understanding of the content, absence of face-to-face contact, in addition to the time spent to clarify doubts. As actions to qualify the learning process, it is suggested: the instrumentalization of the technological resources and organization, tools for organizing time, audio and video tools, and help from tutors in teaching performance, synchronous communication for interaction and feedback in addition to personalized tutoring for students.

2019
Disertaciones
1
  • HEITOR LUIS SILVA PERES
  • KNOWLEDGE MANAGEMENT USING WIKI ALONG WITH LEGACY SYSTEM.

  • Líder : MARIANO NICOLAO
  • MIEMBROS DE LA BANCA :
  • MARIANO NICOLAO
  • MARCELO AUGUSTO RAUH SCHMITT
  • SILVIA DE CASTRO BERTAGNOLLI
  • JOSE PALAZZO MOREIRA DE OLIVEIRA
  • Data: 24-oct-2019


  • Resumen Espectáculo
  • ABSTRACT


    The high degree of specialization of employee roles in companies and other legal entities, along with the growth of these institutions, has created a new challenge for both public and private entities: knowledge management. Much information and knowledge is lost every day with the dismissal or departure of employees, lack of communication, lack of flexibility, among other factors, which means that many advantages and improvements, which could occur continuously in institutions, are disregarded. In addition to loss there is also the issue of transfer and dissemination of accumulated knowledge, as well as training of new employees. Within this scenario, collaborative wiki systems have been used to aid knowledge retention and dissemination, having achieved positive results due to their simplicity of editing and collaborative creation, as well as the ease of web access that requires only a browser. default to be viewed. In the current era, computerization is common in both the private and governmental spheres, leading to the existence of legacy systems, which do not always have simplicity of use, which causes difficulty for employees who need to use them. Many institutions use systems to control their daily activities, however, these systems do not always have a manual or standardization of use, being taught from collaborator to collaborator ad-hoc. These factors raise the following question: "How to build a repository of knowledge about legacy systems in an efficient and collaborative way?". This paper seeks to identify and test procedures for optimizing knowledge retention and transfer using a legacy system in addition to an institutional collaborative wiki portal to create a reliable knowledge repository.

2
  • JERUSA SOLANGE SANTOS LEHNEN
  • -

  • Líder : MARCELO AUGUSTO RAUH SCHMITT
  • MIEMBROS DE LA BANCA :
  • MARCELO AUGUSTO RAUH SCHMITT
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • ANDRE PERES
  • AMILTON RODRIGO DE QUADROS MARTINS
  • Data: 11-dic-2019


  • Resumen Espectáculo
  • -

3
  • VINICIUS LUNKES CEZAR
  • -

  • Líder : EVANDRO MANARA MILETTO
  • MIEMBROS DE LA BANCA :
  • EVANDRO MANARA MILETTO
  • SILVIA DE CASTRO BERTAGNOLLI
  • MARCIA HAFELE ISLABAO FRANCO
  • ELISEO BERNI REATEGUI
  • Data: 19-dic-2019


  • Resumen Espectáculo
  • -

4
  • ANA ROSAURA MORAES SPRINGER
  • -

  • Líder : MARCIA AMARAL CORREA UGHINI VILLARROEL
  • MIEMBROS DE LA BANCA :
  • CARLOS TADEU QUEIROZ DE MORAIS
  • JOSIANE CAROLINA SOARES RAMOS PROCASKO
  • MARCIA AMARAL CORREA UGHINI VILLARROEL
  • SILVIA DE CASTRO BERTAGNOLLI
  • Data: 20-dic-2019


  • Resumen Espectáculo
  • -

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