Dissertations/Thesis

Clique aqui para acessar os arquivos diretamente da Biblioteca Digital de Teses e Dissertações da UFPA

2023
Description
  • VALERIA SILVA DE ALMEIDA
  • MY AUTONOMY PATH: caminhos para a autonomização de aprendentes no Ensino Superior

  • Advisor : LARISSA DANTAS RODRIGUES BORGES
  • Data: Dec 21, 2023
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  • Starting the university journey is a challenge for most people. Expectations are high and those entering academia are expected to be able to demonstrate autonomy when studying and carrying out their tasks and to take an active role in the academic community. However, autonomy is a dynamic and complex system, which interacts in different ways with the different learning subsystems, such as emotions and motivation, and is also a capacity developed throughout life, and involve advances, stability, and setbacks (Borges, 2019). English undergraduate students at the Faculdade de Letras Estrangeiras Modernas (FALEM), at the Universidade Federal do Pará (UFPA), Belém campus, have an advantage in this journey because they have in their pedagogical project the course “Learning to Learn Foreign Languages” (AALE), whose objective is to encourage students to invest in their own autonomy, through reflection and action. To contribute with practical resources for the development of learners’ autonomy in the AALE class, this paper presents a proposal for an educational product, composed of five resources to promote autonomization, entitled “MAP – My Autonomy Path”. The development of MAP was based on the “Dynamic and Complex Model of Autonomy Development” in language learning (Borges, 2019), with particular emphasis on the autonomization movements identified by the author. The MAP educational product was developed as an editable e-book in .pdf format. The five resources aim to encourage reflection, management of learning through planning, active participation in university life and selfevaluation of this process. The MAP was applied with fifteen students from the AALE morning class, who used the resources and then answered a product evaluation questionnaire, in which they made suggestions and comments. In the analysis of the data generated, evidences of autonomy were observed on the participants, who reported that they appreciated the opportunities for planning, reflection, self-evaluation, and identification of affordances that the product offers. It is hoped that in the future the MAP product may be used in other contexts and thus contribute to promoting the autonomy of new students.

  • BRUNO DE SOUZA FERREIRA
  • O fomento da Criatividade em práticas de cozinha no Ensino Superior, utilizando PANC

  • Data: Oct 16, 2023
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  • Research presented in this master's dissertation focuses on creating, applying, and analyzing an external learning trail for students of the Gastronomy course to promote creativity in cooking practices using Non-Conventional Food Plants (PANC). In this case, red nettle (Laportea estuans) was the PANC under study. As part of this research, we are asking: How can non-conventional food plants be used to foster Creativity among students of higher education? This questioning led to the following general objective: Design an educational process to foster Creativity competence in kitchen practices in the training of Gastronomy course students, with non-conventional food plants (PANC) as content. Action research methodology, considering its connection to qualitative research approaches, seeks to promote changes in the reality context, but also educate and raise awareness of participants and the researcher. Learning is divided into four dimensions related to cooking: knowing, cooking, eating, and convincing. Activity activities subsidized by educational artists (podcast and illustrated booklet) are used for the learning trail, along with support materials (map mind, sensory evaluation form, technical sheet), that each moment of the trail helps to develop specific creative skills. This study was conducted with students in the 3rd semester of the Higher Course of Technology in Gastronomy at the Universidade da Amazônia (Unama) in 2022 within the scope of the discipline "Integrating Topics II". Students were assessed based on their previous knowledge of the PANC under study. An analysis of the student's creative process was carried out in the form of interviews to analyze their innovative and creative recipes made from red nettle. The research data shows that the learning trail contributed to the objectives it proposed, such as promoting creativity in students' activities and promoting the gastronomic exhibition.

  • GABRIELA MARIA LIMA MACHADO DUTRA
  • MANUAL DE ESTUDOS: JOGOS EDUCACIONAIS NO ENSINO DE INGLÊS

  • Data: Aug 17, 2023
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  • Learning a new language brings many benefits to people. By studying a second language, students develop linguistic, cognitive and social skills. However, generally, students do not actively participate in classes. In this sense, a way to encourage students' motivation, involve them in the proposed activities and help them in their learning process, presents the use of educational games in English language classes. However, this theme is not much addressed during the undergraduate course and this can cause a gap in the training of future teachers on the use of this methodological resource. With this, the present work started from the following focus question: How can a study manual complement the training of students of the Degree in Literature - Qualification in English on the use of educational games in teaching English? The work has the general objective: To elaborate a manual, with elements of in its construction, to complement the initial formation of the students of the Degree in Letters – Qualification in English at UEPA, Belém campus, about educational games. With this, the product “Learn, create and play games: educational games for teaching English” was built. The research addresses concepts about communicative language teaching, games in English language teaching and learning and the practice of educational games in the initial training of English teachers. The research methodology has a qualitative approach and the methodological route has three stages: in the first phase, a bibliographical research was carried out in digital educational platforms such as academic google, eduCAPES, Periodicals of CAPES and BDTD; in the second stage, the documental analysis of the Pedagogical Project of the Language Course – English Language took place and, finally, a questionnaire was applied to the 2nd and 3rd year students and, also, to the professors of the mentioned course. The testing and validation of the product took place at the aforementioned university and course, with 2nd and 3rd year students. During this period, it was possible to refine the contents of the created artifact and confirm usability aspects of the games, after presenting the elements and suggestions of types of games contained in the educational product. In view of this, it is believed that the product has potential in complementing the training of students of the Letters - English Language course, since knowing about the use of games in education not only prepares students for the future of education, but also enriches their training as teachers, offering them additional pedagogical tools and stimulating their creativity and innovation.

  • ALDENORA PENA DA SILVA
  • CARTAS PARA AMAZÔNIA: CONVERGÊNCIA ENTRE SABERES LOCAIS E ENSINO SUPERIOR

  • Data: Jul 31, 2023
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  • Traveling through the various sides of Amazon region is the invitation of this present paper. The objective of the research is to contribute to the promotion and appreciation of Amazonian identities in teaching and learning processes experienced by undergraduate students from the North Region of Brazil. In this regard I intend to promote discussions through the convergence between the local knowledge and higher education. The Pedagogical Letters are used in this research as a methodological support for those discussions and to increase connections among students from different realities and different places in Amazon region by reviewing their surroundings, sharing impressions, and identifying themselves in the eyes of others based on differences and similarities. The purpose is to initiate a journey guided by various theories which support this research. The journey begins with the theoretical-methodological proposal by Jesús Martín-Barbero (2004), supported by Deleuze and Guattari (2000) and Passos, Kastrup and Escóssia (2015), such theorists identified in the cartography as a study perspective opened to different views that enable the researcher being part of the research by affecting and being affected by those experiences. Paulo Freire thoughts are present as a methodological tool in the Pedagogical Letters and in the claimed theories of a transformative, critical and emancipatory education. To substantiate the discussion on identity the theories of Stuart Hall (2005), Néstor Canclini (2008), Rogério Haesbaert (2010), Silva (2012) and Oliveira (2019) contribute to the understanding of the confusing ways of the Amazon formation. The discussion on higher education institutions is supported by the theories of Mello (2007) and Mello, Almeida Filho and Ribeiro (2008). It is not possible to develop a research on pedagogical letters without mentioning Wolton (2006), Freire (1985), Amabile (2012) and Paulo e Dickmann (2020) and the concepts that permeate the paths of communication, creativity and intentionality in the exchanged letters. Supported by such theoretical-methodological foundations, we developed the educational product Cartas para Amazônia, which is composed for a) Travel Kit: that brings clues on how the exchange of correspondences can occur methodologically and b) Travel Diary: from the research experienced by me and the students-correspondents and from discoveries and the connections among different worlds and knowledges the final educational product – Collection of Letters – Cartas para Amazônia rises. The exchange of letters proposes to bring, to each of the student-correspondents, the intersection between local and academic-scientific knowledge, enabling a diferente view of their own reality by sharing with others their conceptions of what associates them with this place in the world, appreciating their identity relationship and promoting practices engaged linked with the preservation and appreciation of Amazon.

  • RODRIGO GABRIEL RAMOS RODRIGUES
  • CONTRAPONTANDO: UM ROTEIRO DE INTEGRAÇÃO DE COMPETÊNCIAS PARA O ENSINO-APRENDIZAGEM DA NOTAÇÃO MUSICAL DIGITAL

  • Data: Jul 25, 2023
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  • This work presents the results of research carried out within the scope of the Postgraduate Program in Creativity and Innovation in Higher Education Methodologies at the Federal University of Pará (UFPA) aimed at the development and evaluation of an integration roadmap to enhance the teaching-learning process of Digital Musical Notation (DMN) for Music teachers in higher education. For this, we activated our experience as teachers of the Bachelor's Degree in Music at the Carlos Gomes State Institute (IECG), which was configured as the locus of the research. The resulting Educational Process (EP) from the research was titled "COUNTERPOINTING", and consists of a proposed teaching-learning journey made available in digital format, which systematizes a process of integrating digital and musical skills, based on the approximation of levels/layers previously defined by frameworks (CARRETERO GOMEZ, 2017; REDECKER, 2018) and musical theories, such as Swanwick's (1994, 1999, 2003, 2014, 2021). The construction of this research took place in six phases. In the first, we focused on characterizing the locus of our professional activity, from which it was possible to understand the structure of the IECG, the Bachelor's course, and the role of the Music Publishing disciplines within this course. The second phase was dedicated to mapping and analyzing six score editing programs, identifying differences and similarities between them. The third phase consisted of surveying information about the ownership and use of technologies among IECG students, reaching a sample of 30% of the student body of the institution. The fourth phase was for conceptualizing and discussing the premises of what we understand as DMN. In the fifth phase, we evaluated the content of the first version of the Educational Process (EP). The suggestions, recommendations, and comments received from the four evaluators allowed significant improvements to the EP, as well as a better understanding of the relevance of its proposition. The sixth and final phase, therefore, was dedicated to the conception and development of the final version of the EP, involving a design professional and text review. Among the results and contributions of this research, we highlight that the construction of the roadmap will enable teachers to expand the knowledge of their musician students, assisting in the study of other subjects and enhancing learning autonomy through technology. We believe that the development of this EP already benefits both the IECG community and any other teacher who is interested in promoting the development of Digital Musical Notation.

  • NANCINILDE CARTAGENES LEAO
  • PORTUGUÊS PAI D’ÉGUA: WEB APP FONÉTICO-CULTURAL BILÍNGUE - O ENSINO DO DIALETO BELENENSE, COMO LÍNGUA DE ACOLHIMENTO, A IMIGRANTES E REFUGIADOS VENEZUELANOS 

  • Data: Jul 18, 2023
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  • This research is born from the experience and challenges lived as a volunteer teacher of Portuguese as a Welcoming Language (PLAc) at IFPA‘s Language Center – campus Belém. During this period, different concerns emerged and were improved in my trajectory as a Master's student at PPGCIMES/UFPA, allowing the configuration of the guiding question of this study, which is how to promote the process of acquisition and learning of Brazilian Portuguese, related to the Belenense dialect, as means of welcoming Venezuelan immigrants and refugees who live in the Metropolitan Region of Belém (RMB), seeking the democratic availability of the reached solution?. Aiming to answer the investigative question, PLAc became a rich conceptual path with Almeida Filho and Moutinho (2017), Amado (2016), Grosso (2010) and Ortiz Alvarez (2018). In addition, articulated with other important references, the research relied on several sources: from Applied Linguistics (AL), we mention Krashen (1982), Almeida Filho (2005), Dettoni (2010), Oliveira and Bulegon (2019), Silva (2022); from General Linguistics: Costa and Carneiro (2009) and Silva (2014); from Sociolinguistics: Mané (2012) and McCleary (2009); from Creativity: Kneiles (1971), Alencar (2003); and from the area of Technology: Lévy (1999), MacLuhan (1970), Kenski (2011), Jobe (2013), Oliveira (2009); Santos and Pinho (2019), Garofalo (2016); with this theoretical basis it was possible to create ―Português Pai D’Égua, a cultural-phonetic bilingual educational product that explores (i) the phonetics, (ii) the culture, (iii) the interculturality, (iv) the bilingualism, (v) the translanguage, (vi) the playfulness, and (vii) the mediatic technologies. One of the crucial points of the research was to solve the democratic availability of the product. To meet this need, the solution chosen was the production of a web application, recognized as a Web App. This technological device for the web combines different advantages, such as ease of access, portability and mobility – features that are common to cell phones and fundamental to the daily life of the target audience. For the development of the Portuguese Web App Pai D‘Égua, two prototypes were developed: the printed graphic and the online digital one. This prototyping made the executive project of the idealized application concrete, by allowing the real evaluation of what was designed, constituting a powerful resource for validating the idealized product. Characterized as qualitative research, it made use of bibliographical and documentary research, and participant observation. In addition to the prototyping and questionnaire techniques used in the product evaluation and validation process, the evaluation of the content on this educational product was carried out with a convenience sample, consisting of Venezuelan immigrants and refugees, graduates of the PLAc classes, from the Language Center at IFPA – campus Belém. This stage resulted in the approval of the analyzed content, highlighting the richness of the material presented, constituting it as a potential didactic resource for teaching PLAc.

  • CLEIDE OLIVEIRA DO ESPÍRITO SANTO
  • FORMÇÃO CONTINUADA ON-LINE PARA PROFESSORES DE LÍNGUA INGLESA DA EDUCAÇÃO BÁSICA DO ESTADO DO PARÁ: BNCC E CULTURA DIGITAL

  • Data: Jul 4, 2023
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  • In The new national curriculum guidelines based on the National Common Core Curriculum (BNCC) have changed, and teachers in Basic Education need ongoing training in digital competence. This research examines the formative guidelines focused on Digital Culture competency. With preliminary studies completed, the goal is to develop and offer an online extension course for the continued professional development of English language teachers in the state basic education network of Pará, with a focus on digital culture. To accomplish this, a partnership has been established between Núcleo de Inovação e Tecnologias Aplicadas a Ensino e Extensão (NITAE2), an academic unit of PPGCIMES, and the Center for the Training of Basic Education Professionals of the State of Pará (CEFOR-PA), which enables the development of a pilot version of the I-TEACH Course. Course activities were conducted using the AVACEFOR asynchronous platform, managed by SEDUC-PA, for synchronous meetings. As part of the theoretical and methodological foundation of the course, the BNCC was used in conjunction with the guidelines in the National Base (2017, 2018), the European Framework for Digital Competence for Educators (LUCAS; MOREIRA, 2017), and authors such as Redecker (2017). Using the action research method as a method of analysis, the study is qualitative in nature. By incorporating personal experiences from the researcher's teaching career in SEDUC-PA, this approach reshapes her perspective on the challenges of implementing BNCC in a classroom setting. A methodological framework for the proposed course was provided by Filatro's Instructional Design guidelines (2008, 2015, 2019), which outline five phases of course implementation: (I) analysis; (II) design; (III) development; and (IV) evaluation. The validation of the proposed educational product was carried out continuously through evaluations conducted by the participating teachers themselves, indicating satisfactory results in terms of implementation and formative experience. Notable outcomes of this research include: the development of an innovative proposal for a continuing professional development course for English language teachers in the state of Pará with a focus on digital culture; a product with replicability potential for other areas of knowledge; the creation of a formative path that maps the digital culture of the BNCC to the progression areas of DigCompEdu; and the promotion of digital culture in remote contexts in Pará.

  • RENAN RODRIGUES DO VALE
  • RIO DA MATEMÁTICA: um jogo de tabuleiro para auxiliar na aprendizagem de conceitos matemáticos na formação do/a pedagogo/a na UFPA – Campus Altamira

  • Data: Jul 3, 2023
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  • The training of the pedagogue has been a permanent debate in academic research on different
    The training of the pedagogue has been a permanent debate in academic research on different fronts, among them, on their training in mathematics considering that this professional works with the disciplines in the Early Years of Elementary School. The present dissertation had as general objective, to verify if the use of the game Rio da Matemática contributes to the formation of the Pedagogy Graduates and, consequently, feel more motivated to study and confident to teach Mathematics, and with specific objectives; a) to know the curricular components on the teaching of Mathematics present in the Pedagogy Degree course at UFPA; b) identify the difficulties of teaching-learning in Mathematics of Pedagogy Graduates and how they deal with these limitations; c) discuss the use of the game and playfulness in the teachinglearning process of Mathematics; d) design an educational product that contributes to the teaching-learning process of Mathematics of Pedagogy Graduates; e) Use the Rio da Matemática game as a tool for the training of Pedagogy Graduates in the FTM discipline of Mathematics. About the research problem: how can the use of a board game contribute to the teaching of mathematical content in the training of Pedagogy graduates and in their didacticpedagogical practice in the early years of elementary school? Methodologically, a survey was made of the PPCs of the pedagogy course at UFPA on the offer of subjects related to the teaching of mathematics, regarding the construction of the educational product and the game, qualitative research was used, and through bibliographic and documentary research, and field research. It also includes the methodological steps for the construction of educational products, as instruments of data collection, an electronic form, pre-test matrices and product validation matrix with the students of the pedagogy course were used. It was concluded that students have certain gaps in the use of mathematical concepts in their daily lives, and a certain absence of teaching practices related to the use of games; while the FTM- of mathematics teaching students scored a possibility of a greater workload for the discipline. Regarding the analysis of the validation matrix, the product positively meets some dimensions and categories used for further analysis, with the exception of the transformation category, which the game does not make a contextual relationship between the content and pedagogy content. Thus, the Rio da Matemática game has the potential to be used and applied as a proposal for methodology and didactics in a playful way, enabling pedagogy graduates to learn and teach mathematics in a creative and motivating way.

  • JESSICA CALANDRINE VASQUES
  • Guia didático para o Laboratório de Práticas e Experimentações Sala Arthur Leandro Tatá Kinamboji de Ensino Cultura e Artes Visuais Afro-Amazônica: Caminhos para a decolonialidade

  • Data: Jun 29, 2023
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  • This work was developed with the objective of creating an educational product that is characterized as the Didactic Guide for the Laboratory of Practices and Experimentations Arthur Leandro Tatá Kinamboji Room for Teaching, Culture and Afro-Amazon Visual Arts. Methodologically, the research approach was qualitative, which unfolded in documentary research and participant research. The documents that served as the basis were the laboratory project, course plan, pedagogical project for the Visual Arts course in 2019, extension project, room project and teaching project. Participatory research was based on experiences in the Afro-Brazilian Art discipline, in meetings and actions from the Tatá Kinamboji Laboratory and Room. In the creation of the product, it was necessary to use two methodologies, design thinking and the open laboratory methodology. The first to think about the construction of this product in a practical way, and the second as a way of thinking about dynamics to enhance the aforementioned space. In this process, a pedagogical action was carried out, using the collection of Sala Tatá Kinamboji, in the discipline of Afro-Brazilian art. The validation and evaluation of the product was carried out from the application of physical and online questionnaires with the students of the class, questionnaire only online with the professors of the faculty of Visual Arts, as well as with the pedagogical sector of the course and members of the laboratory and Sala Tatá Kinamboji. The results present the construction of the guide as a proposal for direction and add up satisfactorily to validate the developed product. Although the product is finalized, it is extremely important to deploy and update it, as the laboratory is constantly being updated, due to the location where it is located, the need to continue cataloging incoming materials and new productions. Thus, this product contributes to the teaching-learning process, assists in the use of the laboratory, strengthening practices, research and actions in the decolonial perspective of Visual Arts Teaching.

  • KLEVERTON ROBSON DA SILVA CORDOVIL
  • EQUIPE MAKER STEAM: UMA METODOLOGIA ATIVA PARA UMA APRENDIZAGEM CRIATIVA

  • Data: Jun 28, 2023
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  • The territory of this research involves creative learning in order to answer the following question: How can a methodology with an emphasis on team collaboration contribute to creative learning in higher education? The overall goal is to investigate and experiment with the potential of an active methodology, inspired by the STEAM movement and Maker Culture, with an emphasis on team collaboration and engagement, to promote creative learning in higher education. As a research method, we adopted the cartography method, which allows the researcher to transit and be part of the possible territories of the research, since it is a research-intervention that seeks to map subjective processes in order to make visible what happens in encounters, crossings and experiences. The method transforms a goal-determined walk (hódos) into a hódos-metá, a walk that is created and transformed during the research. It is a rhizomatic movement, focused on experience and the use of clues. Here, the clues chosen were: i) research-intervention; ii) cartographer's attention; iii) following processes; and iv) narrative politics. As narrative we were inspired by the book "The War of the Worlds" by Herbert George Wells. This work presents the hostile arrival of aliens on planet Earth, which facilitates the adaptation of some real facts that occurred between the years 2021 and 2022. The theoretical foundations that guide the concept of creative learning adopted in this research appropriates the contributions of Paulo Freire (1996, 2014) on learning, the main ideas of psychoanalyst Donald Winnicott (1975) on creativity, the contributions of artist Ostrower (2014) on sensitivity and creativity, the thought of pedagogue Jorge Larrosa (2014) on experience, and the contributions of researcher Ivani Fazenda (2008) on interdisciplinarity. Concept that intertwines with learning with the other to strengthen the individual's perception of collectivity and increase their confidence, which makes learning participatory and autonomous. In this context, the STEAM movement allied with the Maker culture presents itself as an interdisciplinary proposal, capable of integrating theory and practice, with the perspective of originating knowledge through experience. To produce the research data, workshops were held with higher education students and the cartographies carried out mapped the creative and innovative potential of the Maker Steam Team. As a consequence of the encounters and crossings that took place during the research, a methodology guide was created.

  • ANDERSON BRITO DA SILVA
  • VED - VÍDEO-ENSAIO DISCENTE: INCENTIVO ÀS EXPERIMENTAÇÕES AUDIOVISUAIS NO ENSINO SUPERIOR

  • Data: Jun 27, 2023
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  • The present master's research focused on analyzing the interaction between technological advancements in the audiovisual field and higher education. Given the constant evolution of instructional devices, university students face persistent challenges in dealing with emerging technologies in the academic environment. The use of video as a didactic resource can be pivotal in the practical context of the teaching and learning process. With the goal of enhancing students' audiovisual skills in higher education, the research gave rise to the Student Video Essay (VED). The VED is an educational product developed between 2021 and 2023, within the scope of the Graduate Program in Creativity and Innovation in Higher Education Methodologies (PPGCIMES), a subunit of the Center for Innovation and Technologies Applied to Teaching and Extension (NITAE²) at the Federal University of Pará (UFPA). This program focuses on research related to Creativity and Innovation in Educational Processes and Products (CIPPE). The VED is designed as an audiovisual educational resource, aimed at facilitating video production and encouraging the creation of creative and innovative approaches in higher education. It was developed with the purpose of enabling students to understand the global relevance of moving media in various academic and professional situations. Additionally, the VED aims to contribute to students' autonomy in video production, allowing them to participate more actively in the educational process and reflect on their own academic contributions. The research adopted an approach that encompassed both qualitative and quantitative aspects, using the following methodological procedures: the conception phase (including literature review and exploratory research), the elaboration stage (including pre-production, production, and post-production), the validation period (through application to a group of undergraduate students at UFPA), the analysis phase (involving data collection and analysis), and the finalization stage (encompassing maintenance and formatting of the final product). The VED presents itself as a variant of a video essay, blending elements of a written essay with visual resources, offering an option to enhance content comprehension and technical skills such as video editing and teamwork. The underlying objective of the research was to promote the adoption of audiovisual technology as a strategy to assist students' academic journey, fostering knowledge generation, and improving the quality of learning.

  • MARIA JOSE SOUZA LIMA
  • CARTOAPRENDELE: UMA METODOLOGIA ATIVA PARA UMA APRENDIZAGEM CRIATIVA EM LÍNGUA ESPANHOLA

  • Data: Jun 26, 2023
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  • The current master's dissertation is entitled "CartoAprendele: an active methodology for creative learning in Spanish language" and its general objective is to propose and apply an active methodology to promote creative learning in Spanish language. It is a proposal of pedagogical practice aligned with innovative and creative principles of education, as it stimulates the learner's protagonism and creativity with emphasis on interdisciplinary experiences. The main concern that drove this research was: What actions and methodological processes integrating Spanish language, art, and literature promote creative learning? Thus, the theoretical construction of this work used theoretical foundations about creative learning that guided the research, with contributions from Paulo Freire (1996, 2014) on learning; Winnicott's psychoanalytic theory (1975) on creativity; Ostrower's theories and inspirations (2014) on sensitivity and creativity; Larrosa’s pedagogy about experience sense (2014); Ivani Fazenda’s theory about interdisciplinary studies (2008). Among various pedagogical instruments to enhance creative learning we chose object-books, artistic inventory, collage-making. As a research methodology we adopted cartography method proposed by Deleuze and Guattari(1995), presented the main ideas of methods along four tracks that will be adopted in our study: intervention-research; researcher-cartographer attention; following-up processes; narrative policy by Passos Kastrup e Escóssia(2015). Concerning this last track – narrative policy - adopted for this dissertation is a meeting between a teacher of Spanish Language who also works as researcher-cartographer with her younger version inspired by Argentinian writer Jorge Luis Borges’ tale "El otro", present in his book "El libro de Arena". To produce data for our study, workshops were held with undergraduate students where maps created mapped out potential for creative innovation using CartoAprendele. As result from encounters experienced during our research, two educational products were created: a guide about CartoAprendele methodology and a website to showcase the processes and outcomes of this study. 

  • ALCIONE BATISTA DA SILVA MORAES
  • APLICATIVO POINT DOCENTE: SUPORTE EDUCACIONAL AOS DOCENTES QUE ATUAM COM ESTUDANTES SURDOS NO ENSINO SUPERIOR

  • Data: Jun 15, 2023
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  • The research aimed to develop an educational application, with basic themes, based on the contribution of teachers' experiential knowledge in the education of the deaf in higher education. The product is an educational application called Point Docente and can support the self-training of teachers who have no experience with this public. The theory is based on the contributions of experiential knowledge (TARDIF, 2000; PIMENTA; GHEDIN, 2006; PERRENOUD, 2000) and education for the deaf (LACERDA; SANTOS, 2013; PERLIN, 2006). The study was carried out through applied research. The technique used was an interview with a semi-structured script, aimed at teachers with more than three years of experience who teach Libras in Higher Education, who are involved with the deaf culture. In addition, testing and validation questionnaires were applied to professors with experience in Higher Education, with or without involvement in the education of the deaf and professionals with training in the field of computer science. For the creation path, the Design Thinking (DT) approach was used with stages of empathy/definition/ideation/prototyping/testing and validation. The prototyping platform used was the Application Factory. Testing the prototype pointed out necessary adjustments regarding the organization of the contents of the material suggestions menu. The validation demonstrated that the application has an excellent average and that it can be recommended to support the work of other professionals. Finally, the Point Docente Application can be considered an informative and supportive tool for teachers who have little or no experience with deaf students, thus strengthening their educational practices and teaching with a more inclusive perspective.

  • RAFAELLE DO NASCIMENTO BRABO LOBATO
  • CODIIN: TRILHA DE APRENDIZAGEM PARA ESTÁGIO SUPERVISIONADO EM MÚSICA

  • Data: May 30, 2023
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  • This work presents the results of an action-research developed within the scope of the Bachelor's Degree in Music at Instituto Estadual Carlos Gomes, where we work professionally as teachers. The general objective was to develop a Learning Path favorable to the elaboration of an Interpretive Didactic Concert in the discipline of Supervised Internship in Music of the IECG Bachelor's Course. The said Path, entitled CODIIN and available online on a website, systematizes and enhances the experience proposed and lived by us within the scope of the IECG, and may help other professors to propose and/or reconfigure Supervised Internship processes for future bachelors, inside and outside the context of the Institute. For the development of this research, we adhered to the perspective of action research (THIOLLENT, 2011; FRANCO, 2016; RAMOS & MATTAR, 2021) and its planning spiral steps. In the first stage, we carried out the identification and characterization of a problem, which appears in the reflection of the scenario of professional performance. The second stage consisted of planning an action/intervention in the IECG scenario, from which we planned and carried out the pilot experience, followed by the final evaluation by the participants. The third stage was focused on the conception and definition of the theoretical guidelines of the Learning Trail, resulting in the proposed final planning. In the fourth and last phase, of evaluation and reflection on the results, the evaluation was carried out involving five professional-researchers who work in the field of Music and Teaching, who evaluated through a questionnaire, regarding the objectives, contents, organization, functionality and structure of the site. In addition to responding to the instrument, the evaluators recorded recommendations in writing and orally. Among the results of this research, the following stand out: (i) creation, experimentation and evaluation of a proposal for a Learning Path in a real scenario of higher education in Music; (ii) presentation of an already validated proposal for a training course for the discipline of Supervised Internship at the IECG; (iii) availability of an open training proposal for Bachelor of Music students that encourages practical-reflective experiences on future professional performance; (iv) systematization and availability of practical experience in the development of an Interpretive Didactic Concert open to the community. In view of this, we believe that the CODIIN Learning Trail has potential and contributes to the formation of musicians, in addition to helping other teachers to streamline their training practices based on the proposed educational process.

  • BARBARA DE LIMA MELO
  • QUIMICANDO: OFICINA KIT ENCAIXE - UMA PROPOSTA PEDAGÓGICA PARA O PROFESSOR DE QUÍMICA EM FORMAÇÃO

  • Data: Feb 15, 2023
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  • It is usual to find students in Brazilian Basic Education with difficulties in understanding some features about the Carbon Chains Classification. This theme is presented in the studies of Organic Chemistry, and it is considered as an abstract theme in regards the visualization of the organic structures. In the same manner, Chemistry teachers find it difficult to teach those subjects and relate it to the students context. In order to help with this scenario, this research paper presents the following key question: how didactic activities involving hands-on learning may contribute to pre-service chemistry teachers enhancing learning strategies of students in elementary and high-school education? In order to answer this question, we indicate the research objective: to explore didactic activities involving hands-on learning, by facilitating an workshop about Carbon Chains Classification for pre-service chemistry teachers aiming the enhancing of students learning strategies. The final educational product is entitled: “Quimicando: Oficina Kit Encaixe” and it intends to collaborate with the development of the pre-service chemistry teachers teaching practices. The research approaches some aspects concerning to educational activities using low-cost materials. These materials are related to the hands-on learning practices, which are connected to the maker movement premises. These activities have the objective of developing students critical thinking and creativity, by relating theory and practice. In order to reach the objective, we discussed some points as the chemistry teachers training in higher education and the difficulties of teaching and learning chemistry in high school. The research methodology is the qualitative approach and the methodological route was divided in three steps: (i) initial bibliographic research and reference survey in Google Scholar and Portal de Dissertações e Teses da Capes; (ii) development of the workshop first version followed by the design and itinerary plan of the workshop and the application of this with a class of 15 undergraduate students in fifth period of the chemistry graduation course at Federal University of Pará (Belém campus) and (iii) development of the final educational product starting from the refining of the results. Testing results were evaluated as positive for pre service teachers, pointing the engagement of the undergraduate students in the activities accomplishment, such activities are contained in the workshop and demonstrated the potential of hands-on activities in pedagogical practices which value students protagonism. The educational product is the workshop structure. However, in professional mastering course it is important the elaboration of a tangible product that may be adapted and reproduced in different contexts. Thus, we elaborated a script of the workshop with the description of the steps in order to make possible the development and adequation of the planned activities. The script is available for consultation.

2022
Description
  • FRANCISCA MOREIRA DE SOUSA VARANDA
  • #BORAPROCURAR: conjunto de cartas didáticas para auxiliar no desenvolvimento de habilidades para busca informacional em bibliotecas universitárias

  • Data: Aug 25, 2022
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  • This dissertation demanded the development of the educational product “#boraprocurar: a deck of didactic cards for informational search at university libraries”, aiming to answer the following guiding question: “How to assist users in the development of skills for informational search in catalogs and collections of university libraries?”. This answer is linked to the achievement of the main goal outlined, which is to assist in the development of skills for informational search in catalogs and collections of university libraries, with the help of a deck of didactic cards divided into phases, having as reference the context of the Central Library of the Federal University of Pará (BC/UFPA). In the theoretical reference, we discussed the informational skills at libraries, highlighting, especially, the university library, and we described the locus of the research, the BC/UFPA. In order to characterize the public to which the educational product is intended, we brought data from the V National Survey of Socioeconomic and Cultural Profile of Undergraduate Students of Federal Institutions of Higher Education of the National Association of Directors of Federal Institutions of Higher Education (ANDIFES). The methodological procedures used were based on applied research, through a qualitative approach, divided into three phases. The first phase refers to contextual, bibliographic and documentary research, with the mapping of the libraries of the 14 largest universities in Brazil in numbers of students enrolled in the graduation, focusing on the users’ instructional materials of education. The next phase is inherent to exploratory research with observation of the informational search flow of BC/UFPA users and data collection with students from UFPA. Finally, the third phase concerns the survey of products and studies similar to the one proposed in this dissertation. For the development of the educational product, we established the following work stages: contextual research, design and elaboration of the deck of didactic cards, and product validation. This process resulted in the elaboration of the educational product, from its prototype to its final version, with a test carried out with students from UFPA. It is possible to affirm that the main objective has been reached, a fact attested by the positive answer to the guiding question of the study, which aimed to contributing to the continuous process of developing informational skills and learning of library users.

  • MARILIA NAVEGANTE PINHEIRO
  • SENTIR E PENSAR A PERFORMANCE – PERFORMAR O PENSAMENTO: diário e sequência de orientações para aprender a aprender a partir da Performance

  • Data: Aug 24, 2022
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  • I sewed the path of this research directly relating it to my memories as a student, teacher, performer and researcher. In this dissertation I expose the development of an educational process which consists of a sequence of systematized performance guidelines, which are contained in the materiality of a diary intended for the teaching public in the scope of Higher Education. I also expose fragments of clipping made between the years 2014 to 2018, which deals with the presentation, respectively, of actions entitled: Destroy this Diary (2014); Stoning (2015); XVIII Arte na Escola Cidadã Award (2017); Aulas Performáticas (2018), subsidies that led me to develop a succession of ideas and that inspired the proposal for an educational product. Thus, the general objective of the research was to present a sequence of performances, actions organized with the intention of triggering experiences through instructions that enhance learning processes in formative contexts. Involved with the research line Creativity and Innovation in Educational Products and Processes (CIPPE), this research also aimed to highlight the development of the product, starting methodologically from the presentation of traces of performances, records of memories that aim to expand the notion of performance, learning processes , of experiences with the body, as well as articulating and developing, in addition to reflections, sensitizing practices for training and/or training contexts. Thus, the sequence of performative propositions, actions that are organized to trigger experiences through poetic instructions, were assembled within the materiality named: Todos Somos Performers. These propositions are systematized orientations of performative actions and/or performances which can be experienced, lived and/or felt in the body in different ways. I resorted to the biographical method with the perspective of justifying a process of personal awareness in the midst of the actions and experiences that I consider formative (NÓVOA; FINGER, 2014), integrating them with the theoretical and methodological perspectives of qualitative research and the montage method (HUBERMAN, 2016) in their daily rituals in order to answer the question: how to constitute and develop an action that triggers teaching and learning experiences in formative processes, based on performance? Subdivided into four chapters plus final considerations, it sought to reflect the concept of experience (LARROSA, 2011) in the course of writing as a point of great emphasis to rethink, perform thoughts, practices, knowledge in formative processes that culminate in transformative and self-formative paths. Since this process sparks several possibilities that start from self-knowledge to experiments with the other in symbolic, aesthetic, sensorial, communicative actions. What is proposed with the experiment range from ordinary everyday behaviors such as walking, talking, touching, looking, to the development of other performances that ritualize actions different from everyday life, as they are thoughts in/with action (SCHECHNER, 2012) in its complexity of assembly and disassembly in a process of unfinished gestures (SALLES, 2011) and construction of other possible knowledge.

  • JOSE HENRIQUE SANTOS SILVA
  • PROGRAMA DE ESTÁGIO EXTRACURRICULAR TEÓRICO-PRÁTICO INTERDISCIPLINAR DE INICIAÇÃO EM ONCOLOGIA

  • Data: Aug 18, 2022
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  • From the identification of existing gaps in early learning stages of Health professionals to act upon the field of Oncology, this research sought to respond the focus question “How to assist in the training of undergraduates in the area of Health and sensitize them to work in the promotion, prevention, treatment, rehabilitation and palliation in oncology from an interdisciplinary perspective?”. To do so, the general objective was to “Structure an extracurricular internship program in Oncology for undergraduate students of courses in the area of Health in a theoretical-practical and interdisciplinary format of initiation in Oncology, based on the assumptions of active teaching-learning methodologies and interdisciplinary action”. This program was developed at the Instituição Oncológica do Brasil, a cancer research and treatment center located in Belém, Pará. Based on action research, the methodological path was divided into four phases: (i) carrying out a bibliographical survey; (ii) construction of the action plan; (iii) implementation of a pilot program; and (iv) follow-up of the investigation-action cycle. As an educational product resulting from the research, the “Guia didático: Programa de Estágio Extracurricular Teórico-Prático Interdisciplinar de Iniciação em Oncologia” was prepared, describing the structure of the Program (curricular organization, selection process, use of active teaching-learning strategies, evaluation process and others). The results obtained from the study also made it possible to verify the improvement in the training of undergraduates in the area of Health in terms of knowledge of Oncology subjects, which are scarcely addressed in the curricula of undergraduate courses. Because the Program is divided into axes (Teaching, Research and Extension), it provides a broader experience for the undergraduate student and the possibility of greater insertion in the Oncology specialty, expanding the vision of care and assistance in general. The division of the theoretical content into modules and the use of clinical cases makes teaching more focused on practical issues, related to the problems faced in the daily life of interdisciplinary assistance, providing the development of skills and competences for a differentiated support. Therefore, from the analysis of this experience, we believe that this developed product can favor and serve as an inspiration for the implementation of extracurricular internship programs in several other realities, whether or not in the area of Oncology – provided that the necessary adaptations are made and that the pedagogical proposals are similar.

  • MONICA DE SOUZA FIGUEIREDO
  • RECURSOS METODOLÓGICOS PARA GESTÃO DO RELACIONAMENTO COM EGRESSAS(OS) DA PÓS-GRADUAÇÃO NA UNIVERSIDADE FEDERAL DO PARÁ

  • Data: Aug 8, 2022
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  • The relationship between the alumni of postgraduate has become an emerging theme, stimulated, among other factors, by the valorization of indicators of social impact in national and international evaluations of higher education. This research presents the following guiding question: How to assist the coordinators and secretaries of the postgraduate programs from the Federal University of Pará (UFPA) to enhance the management actions of the relationship between the alumni students and their associated programs? To propose a solution to this questioning, the research aimed at developing methodological resources to assist in the relationship management with the alumni students from the postgraduate programs of UFPA. The theoretical background was based on the study of the history and the management of postgraduate programs in Brazil, as well as the scenario of postgraduate programs at UFPA. Another theoretical basis were the studies about the alumni students, specially referring to the relation between the alumni postgraduate students and their programs, and how this relationship can be fostered since the entrance period. From this discussion, it is proposed an initial conception from the term “alumni students’ relationship management”. In the same way, a survey about how UFPA currently holds the relationship management with the alumni students was carried out. In this diagnostic, it was clarified that the postgraduate programs are a complex scenario, and that the alumni students’ relationship management have been highlighted in the discussions about the management and the assessment of the postgraduate programs in Brazil, although the theme is incipient. Therefore, it is proposed two educational products composed by a set of methodological resources directed to coordinators and secretaries of postgraduate programs (as the first target audience of the research), for it to be used in the administrative, academic, and relationship management among the students (future alumni students) and alumni students. The methodological approach adopted was composed by bibliographical and documental research, state-of-the-art, the target audience profile survey, and a survey containing the information about the relationship with the alumni students in the reports of Coleta CAPES 2020 of the postgraduate programs of UFPA. The validation/co-creation of the product was realized through six sections, with groups of two or three participants each, totalizing 15 collaborators, who discussed all the educational product’s components. For the development of the methodological resources that compose the product, it was established four timeframes: the entrance, the middle way, the conclusion, and the alumni. As a result, it was elaborated a methodological matrix, with assessment criteria for each timeframe, that can be used by postgraduate programs for the relationship management with their students and alumni students. As a proposal for the matrix application, it is indicated the use of graphics as the “wheel of life” type, in which it is summarized the evaluative aspects and allows a diagnosis for the program and a self-evaluation to the student/alumni student. The second product is a strategies catalogue to the relationship management with the alumni students, with guidelines for actions to the creation and maintenance of relation with the alumni students. For a better diagnosis and selection of strategies to be applied, it is attached to the product a perception graphic of the relationship with the alumni students. It is expected this product to be an aggregator component for the postgraduate programs and to foster the collaborative and integrated work of management between coordinators and secretaries of postgraduate programs.

  • LEIDIANE RODRIGUES E RODRIGUES
  • NO CAMINHO DAS NOVAS DCNs: Diagrama sobre os elementos constitutivos dos PPCs de Engenharia

  • Data: Aug 5, 2022
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  • This research aimed at developing a guiding diagram about the elements that might constitute The Courses Pedagogical Projects (PPCs) of Engineering based on the new National Curriculum Guidelines (DCNs). The diagram corresponds to an educational product, in which derives and complements another two sub-products, entitled “Script to the analysis of PPC to the Engineering Courses” and “Synthesis instrument of analysis and evaluation of a PPC”, both directed to the analysis and evaluation of PPCs. Through this product, it was sought to contribute to Engineering Courses, mainly for the understanding of the new DCNs, which advocate many changes in the teaching-learning context and in the profile of the future engineers. From the referred guidelines and the theoretical framework studied, in this research, the PPC is understood as a key document to direct the implementation of what is envisaged in the DCNs. This research is of an applied nature, and it was conducted from a qualitative approach and exploratory feature. Among the methodological procedures adopted are: bibliographic research; documentary research; observations and informal conversations at CCNT/UEPA during our experience as a servant of the institution and also as a researcher, during the mandatory supervised internship of PPGCIMES; fundamental development of mental maps for the prototyping of the educational product; experts panel to evaluate the educational product and its sub-products. Considering the implication in the locus of the research, the CCNT/UEPA, we highlight the importance of carrying out a diagnosis about the locus of the research, which made it possible to analyze the PPCs of the four Engineering Courses of the institution, as well as to identify if these courses were already meeting the demands of the new DCNs. We could also identify the main characteristics of the CCNT/UEPA, understand its teaching policy, and the challenges and resistance inherent to an intervention process in the teaching-learning context of the courses. As results achieved, and also as contributions, we emphasize the methodological experimental construction that has based the educational product development, the situational diagnosis of the PPCs from CCNT of UEPA and the contributions of this diagnosis to the initial testing of the product and the sub-products, and also the evaluation of the experts from the panel, who besides highlighting points of correction and improvements, emphasized the potentiality of the materials created to meet the new DCNs, covering the constitutive elements of the Engineering PPCs, promoting the adequacy process of the Courses to the new DCNs. Based on the above considerations, our intention is that the product becomes a working instrument for the coordinators and professors of the Engineering Courses of the CCNT and from other interested institutions, as well as potentializes our professional performance at UEPA, immediately returning the investment undertaken in our academic qualification.

  • MAYAVE CAROLINA DA SILVA RIBEIRO
  • NEWSGAME APLICADO AO ENSINO DE JORNALISMO: UMA PROPOSTA DE GUIA INFORMATIVO PARA DOCENTES

  • Data: Aug 5, 2022
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  • The product, called Start Game, was developed as a proposal for an informative guide about Newsgame for Journalism teachers. The informative guide was hosted in a free virtual environment that converges multimidia didactic materials and presents Newsgames as a teaching-learning tool. The study that originated the product was due to personal experiences lived in the classroom by this author and, from questions about the teaching of the disciplines of the Journalism course, the inspiration for the research emerged. From such inquietudes, the research on how the pedagogical curricula are used in the courses brought information that indicated that, as time went by, the National Curricular Guidelines, which govern the pedagogical curricula, prioritize an increasingly balanced involvement of theoretical and practical class, that is, students should be offered both theoretical and humanistic supporte, as well as support focused on the professional daily routine. As the research continued, the Newsgames (games based on news and real events) were found, by studying their structure and how they are developed, and an opportunity was seen to present to Journalism course teachers a teaching approach based on this type of game. Thus, the study intended to develop a product that indicates how Journalism teachers can use Newsgames as a strategic tool for teaching journalism, so that the product fits as an initiation artifact to the theme, reinforcing the potential of Newsgames for meaningful teaching. To this and, the study presents characteristics of Newsgames that qualify them as didactic resource that promotes meaningful teaching, make it more attractive to students, as well as the enrichment of teaching activities through gamification, which enables the engagement and protagonism of students in their learning process. Thus, a final product was developed in the format of an informative guide for Journalism teachers, called Start Game. 

  • LAYANE AVIZ DOS REIS
  • DAS TELAS PARA AS NARRATIVAS TRANSMIDIÁTICAS: UMA PROPOSTA PARA ENSINO DE LÍNGUA ESPANHOLA NA CIBERCULTURA

  • Data: Jul 29, 2022
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  • Esta disertación aborda reflexiones sobre la enseñanza de la Lengua Española en la Cibercultura, que se fundamentaron con una propuesta de enseñanza de en lengua española durante el curso titulado Frida Kahlo: de las pantallas a las narrativas transmedia, ubicándose en el área de Docencia, en la línea de investigación Innovaciones Metodológicas en la Educación Superior (INOVAMES), del Posgrado Creatividad e Innovaciones en Metodologías de la Educación Superior (PPGCIMES). En este trabajo de perspectiva metodológica narrativa (PRADO, SOLIGO, SIMAS, 2021) en tres dimensiones y perspectiva: En primer lugar en el texto disertativo, a través de la construcción de una narrativa creativa, Frida Kahlo es enviada al siglo XXI y se encuentra con una joven profesora-investigadora frente a la siguiente pregunta: ¿En qué aspectos, las actividades que involucran la cibercultura y la enseñanza de la lengua contribuyen al desarrollo profesional de los futuros profesores de Lengua Española desde una propuesta creativa de formación en cibercultura? En segundo lugar, se construye un curso a través de la metodología narrativa trayendo a Frida Kahlo, Pierre Lévy, Pablo Neruda, Jorge Luis Borges, Gabriel García Marques como personajes que compondrán la segunda dimensión de la narrativa creativa que se consolida en la construcción del curso Frida Kahlo: de las pantallas a las narrativas transmedia. Por último, en la tercera dimensión de la narrativa, con la contribución teórica de Paulino y María (2010), Cosson (2016), Soares (2017), Costa y Moraes (2014), Lubart (2007), Barbosa (2014), Lévy (2000), Debald (2020), Geraldi (1996), Bajtín (1993), entre otros. En conclusión, en la tercera dimensión de la narrativa, el investigador se encuentra con otros estudiantes y profesores en formación y a través de la puesta en común de sus narrativas indaga y narra los procesos formativos de los profesores, lo que contribuye a la consolidación del curso basado en la creatividad, la innovación, la cibercultura y la enseñanza de lenguas extranjeras.

  • THALITA MONTENEGRO DE ANDRADE
  • GUIA ORIENTADOR SOMIA21: proposta didática para atividade curricular Educação Especial/Inclusiva, de criação de app inclusivo e potencializador da Tríade Funcional da Aprendizagem ao público Síndrome de Down

  • Data: Jul 28, 2022
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  • Systematic education is an exchange and therefore needs both the teacher and the student. Invest in the preparation of teacher training, and should therefore be aimed at serving a heterogeneous classroom, especially the Pedagogue who will work with the Special Education modality. Among the types of students with disabilities, the target audience of Special Education, Down Syndrome, which is part of the Intellectual Disability group, caught our attention because it is little discussed, and requires specific skills from the teacher for actions aimed at to the school inclusion of this public, for this didactic actions carried out by teachers of initial training courses can be important to have differentiated future teachers. The study/product aims to produce a digital guide as a didactic proposal for a Special/Inclusive Education curricular activity, to create an inclusive app that enhances the Functional Triad of Learning for the Down Syndrome public. The product is a digital guide called Guidance guide Somia21: What do you need to know to develop an application that enhances the Learning Functional Triad of students with Down Syndrome?. The product brings concepts about Down Syndrome, barriers faced by this audience, concepts about the Functional Triad of Learning, tips for the development of inclusive applications and avatars, in addition to presenting an example of an application (by-product) and a identification of the Learning Functional Triad that can be used in situations of use of a thematic educational game using an app with students with Down Syndrome. The theory was based on the debate on the Functional Triad of Learning (FONSECA, 2014; MAIA, 2011) and the use of inclusive digital technologies (SALTON; AGNOL; TURCATTI, 2017; CNE/CEB, 2009) for the Down Syndrome (DSM) public -5, 2014). As a way of achieving the objectives, the methodology chosen was qualitative and applied research. The semi-structured questionnaire and systematic and unsystematic observation were used as a technique and the form in Google Forms, the registration form and application, evaluation and validation notes of the Guide were used as instruments. The subjects of the research were students with Down Syndrome in the 6th year of Elementary School and teachers of the curricular activity Special/Inclusive Education of Higher Education. The results show that participants with Down Syndrome were able to enhance the Functional Triad of Learning from the educational game in app format and the teachers of the Special/Inclusive Education curricular activity considered the Guide a great tool that serves teachers and future teachers to learn to develop an inclusive app with potential for the Functional Triad of Learning for the Down Syndrome public. It is concluded that the digital guide proved to be relevant for use by teachers in the classroom, thus enhancing the initial training of undergraduate students, in particular, of Pedagogy in inclusive practice.

  • CAMILLA DIAS DE FREITAS
  • TELELIBRAS: FERRAMENTA DE ANCORAGEM DOS PARÂMETROS FORMACIONAIS DA LIBRAS PARA ALUNOS DE LICENCIATURAS

  • Data: Jul 28, 2022
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  • It is essential to know the parameters of sign languages for good signaling, for this reason the theme is recurrently mentioned in the curricular menus of the Libras discipline, mandatory in Licentiate courses in all Brazilian Universities. Occurs that not all students who have an initial contact with the subject can develop the correct signaling of the signs, mostly because they do not understand the attributes of the Libras Parameters. In this case, there is a need for cognitive reinforcement that help them to organize their learning in a meaningful way. This is the objective of TeleLibras, to be an anchoring tool for meaningful learning of the training parameters of Libras for undergraduate students. The process takes through a digital platform, with audiovisual materials and activities for students with the contents of the Libras Parameters. Designed to achieve the premise of contemporary education, TeleLibras is based on the postulates of the Theory of Meaningful Learning by David Paul Ausubel (1968), which establishes the concept of anchoring as a phenomenon in which new information is anchored to information that already exists in the learner's cognitive structure, generating a totally new concept, or, expanded on something already known. The scientific studies that supported the theoretical contribution of this work are authored by Soares (2014), Stokoe (1960), Karnopp (2008), Choi et al (2011), Benassi, Duarte, Padilha (2012) and Ausubel (1968) . The research methodology was through the qualitative approach of the documentary and applied type. The technique of applying a semi-structured questionnaire was used. The participants of the applied research were students of the Degree in Chemistry at UFPA, who had finished the course Libras as a curricular component. The final validation was carried out by 5 Libras teachers from public and private universities. The result showed that TeleLibras is an important tool for the teaching and meaningful learning process, and can be used by teachers and students as support and anchoring of the parameter content of Libras.

  • MARCELE PAMPLONA CARNEIRO
  • UNA: Jogo de cartas para o ensino-aprendizagem de referenciais do Design Moderno

  • Data: Jul 27, 2022
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  • This dissertation presents the building process of an educational product entitled UNA, which consists of a card game for the teaching and learning of Modern Design references. In this regard, it started from the following focus issue: How to enhance the teaching-learning of important references of Modern Design, through the creation of a card game that stimulates the qualification among Design students? Therefore, the general objective was to develop a modified card game that presented Modern Design references, as well as assisted undergraduate students of this area to develop a visual repertoire for future creations/applications. Hence, UNA was created from adaptations of the original UNO®️ card game. In addition to it, a website was developed on the WIX®️ platform that provides access to content related to the Bauhaus for game users, a pilot theme chosen in this first version, which is based on the selection of images contained in the game's cards. The dissertation is divided into five chapters defined as it follows: (1) Pillars of Modern Design; (2) Teaching-learning and games; (3) Clues for the construction of the educational product; (4) Research Paths; and (5) The Educational Product. The theoretical framework that permeated the construction of the adapted game and its developments in the virtual environment was based on the texts written by Freire (1968); Malusa (2002); Gomes (2019); Kapp (2012); Kishimoto (2017) and Kaplún (2003), as well as theoretical and historical references about the Bauhaus School, with emphasis on the writings of Gullar (1998), Argan (1992), Droste (2006) and Gombrich (1999). As results achieved, we present a reflection on the use of the game in the classroom, as another methodological contribution tool that promotes students’ learning, in a playful way, and we provide a product that is a pilot card game, the UNA, available for appropriation in formal and informal learning environments, with the possibility of inserting other themes related to Design.

  • ADRIANA MARIA GOMES DO NASCIMENTO
  • O USO DE PRINCÍPIOS DAS METODOLOGIAS ATIVAS EM OFICINA DE FORMAÇÃO CONTINUADA E INTEGRAÇÃO DE EQUIPES SOCIOPSICOPEDAGÓGICAS DA ASSISTÊNCIA ESTUDANTIL DAS IFES

  • Data: Jul 25, 2022
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  • This dissertation reports a professional master's research in the area of Teaching. It is composed by a theoretical-methodological part that guides the research and the other discusses the proposal of the study that we developed and resulted in the educational product, proposal for the structure of a continuing education workshop for the sociopsychopedagogical team of student assistance. The general objective of the study was the development of a creative and innovative educational instrument that could foster the process of continuous and integrated training of social workers, psychologists and pedagogues who are part of sociopsychopedagogical teams, who work in student assistance at federal institutions of higher education. The proposal arose from preliminary bibliographic studies that found the lack of materials and guidelines that could contribute to the orientation of the work carried out by the sociopsychopedagogical teams, since it is still considered a relatively new area of activity. For this purpose, the main conceptual axes used were: principles of active methodologies; educational instruments and technologies; meaningful learning; continuing education and integration; creativity and; innovation. The product proposal consisted of carrying out a workshop with a multidisciplinary team that works at the Student Assistance Superintendence - SAEST of the Federal University of Pará - UFPA. In the methodology, the research site and the resources needed to carry out the workshop were detailed, which was carried out in a remote format, so that it could meet both the norms of social isolation due to the New Coronavirus pandemic and facilitate the participation of professionals that work in Student Assistance on the UFPA campuses, which are located in the interior of Pará. Each hour of 30 hours was divided into: asynchronous activities and three synchronous meetings. The workshop, based on the principles of active methodologies, enabled professional reflection in a teaching-learning context, where it can be negotiated and discussed dialogically among the senses, arguments, positions, thoughts, which contribute to the process of personal construction and interpersonal of the team, based on the multiplicity of versions on the themes addressed chosen by the participants themselves. Although this educational product cannot solve all the training and integration problems of socio-psycho-pedagogical teams on its own, it proved itself capable, during the pilot test, of contributing to the teaching-learning process, in the construction and in the strengthening of knowledge, through reflections on professional practices and which roles currently circumscribe Student Assistance. It should be noted that the product has the potential for germination and can be applied to other training contexts that have objectives similar to those indicated in this study, provided that the necessary adaptations are made.

  • ELIENE BOTELHO MONTEIRO
  • OFICINA DE CURADORIA DE APLICATIVOS PARA O ENSINO DE LÍNGUAS ESTRANGEIRAS

  • Data: Jul 19, 2022
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  • This research entitled Applications curation workshop for the teaching of foreign languages consisted in the development of an educational product resulting from a workshop given to undergraduate students in English Language and Literature from Faculdade de Letras Estrangeiras Modernas (FALEM), at Federal University of Pará (UFPA) Belém campus, studying the subject Technologies in the Teaching/Learning of Foreign Languages. The Workshop consisted of six stages, which were later validated by a Panel of Experts. This Panel comprised two teachers trained in the area of teaching and learning English, training teachers of English and technologies in teaching and learning in the target language. The research was based on studies of digital curation in the educational context (NESBIT, BELFER, LEACOCK, 2009; CORRÊA, BERTOCCHI, 2012; RAMOS, 2012; SILVA, 2012; CASTILHO, 2015; DESCHAINE, SHARMA, 2015; among others); technologies in the teaching and learning of foreign languages, citing the works of Gardner and Davis (2014), Chen (2016), Nunes e Bergmann (2019), Araújo (2020), Al-Sarf (2020), Scheifer and Rego (2020), Policarpo, Nunes e Bergmann (2020), among other authors; and in digital competences from the recommendations of the Council of the European Union (2018), specifically, the competences arising from The European Framework for Digital Competence of Educators (DIGCOMPEDU), prepared by Redeker and Punie (2017). T o analyze the data generated from the educational product, qualitative and quantitative approaches were used, following the principles of action research. The results reveal that it is possible to use applications that were not designed for educational purposes from theoretical-practical discussions on the themes of curation of digital educational resources, mobile learning, and authentic material, followed by an application evaluation matrix and planning of activities classes. Furthermore, the results also point to the need to expand reflective and critical discussions for the selection and evaluation process of curatorship of digital educational resources in initial foreign languages training courses.

  • FRANCO DE MIRANDA SERIO NETO
  • A ARTE DE PROGRAMAR: UM ENCONTRO CRIATIVO E INOVADOR ENTRE A PROGRAMAÇÃO CIENTÍFICA E A ARTE COMPUTACIONAL

  • Data: Jul 18, 2022
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  • The art of programming: a creative and innovative encounter between scientific programming and computer art is the theme of this research that aims to investigate the potential of computer art to promote creative learning in scientific programming. The main concern of the research was the following question: what potentialities of computer art promote creative learning in scientific programming? Understanding computer art as a promising path for the development of creativity and innovation in scientific programming, this research explored works and the creative processes of computer artists such as Waldemar Cordeiro and Hamid Naderi Yeganeh. As for the research methodology, we adopted the cartography method, inspired by the concept of the authors Deleuze and Guattari (1995), who essentially propose, in the context of intervention research, to follow movements, processes and entanglements in the investigated territories. As discussed by Passos, Kastrup and Escóssia (2015), cartography becomes the very expression of the subjective, of the paths, which is never given a priori, but will be discovered along the process. Thus, the research work becomes an exercise in mapping life and its processes, drawing the forces that move and transform research in the investigated territories. In this way, the movements of a cartography are guided by clues that will allow the researcher-cartographer to do, under the objects of study, an intense observation to understand their formats in a movement of construction and invention. For this research, four clues were selected: intervention research, cartographer attention, monitoring processes and a narrative policy. The narrative policy adopted was inspired by comic books and the cinematographic work Star Wars to create characters whose mission is to explore the territories of scientific programming and computer art. The research is narrated in four episodes. In Episode I, the theoretical references on creative learning are investigated. In Episode II, the creative potential of the Processing language is explored in the context of research. In Episode III, the creative processes of artists Waldemar Cordeiro and Hamid Naderi Yeganeh are mapped in search of connections between scientific programming and computer art, as well as inspiration for authorial productions with Processing - p5.js for the web. In Episode IV, we present the main product of the thesis: the website Arte de programar, with 3D art galleries and interactive content.

  • RINALDO DE SOUZA MESCOUTO FILHO
  • MÉTODO PLAN MAPPING, WRITING, LEARNING: UMA PROPOSTA DE ENSINO DE GÊNEROS ACADÊMICOS ESCRITOS PARA ALUNOS DE LETRAS-LÍNGUA INGLESA

  • Data: Jul 12, 2022
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  • Writing is a challenging and fundamental practice in the university context that must be part of the repertoire of students and researchers. This challenge becomes greater when writing in a foreign language, as is the case of undergraduate students in English Language and Literature at the Federal University of Pará (UFPA), campus Belém. If written production in English plays an important role in the growth of the university in general, for students in this area of concentration it is an essential practice that demands knowledge of both the English language and the social practices permeated by writing in the academic context (BARTON; HAMILTON, 2000; BARTON, 1994; GEE, 2008; LEA; STREET, 2006; STREET, 2014, 2010). Given this, this thesis aims to propose a method of teaching academic writing, called PLAN - Mapping, Writing, Learning, focusing on the genres summary and review, and with the use of mind maps. The proposed activities were based, in addition to the literacies theories, on the movements and steps suggested in the socio-rhetorical theories of discourse genres (BAZERMAN, 2005, 2006; BHATIA, 1993; MILLER, 1984; SWALES, 1990). The PLAN method seeks to assist students in the development of academic writing and literacy as well as providing opportunities to identify genre characteristics and rhetorical organization, organize ideas to start the writing process, and use the specific vocabulary and style of academic texts in English. An interactive e-book was created to encompass the activities of the PLAN containing links to videos, websites, and applications to assist students in their learning. The PLAN method and the interactive e-book were validated by an Expert Panel, which gave a favorable opinion, considering the material as a creative and quality educational process and product. The implementation of this method can stimulate the discussion of the processes that involve the development of academic writing and facilitate the understanding of the functions of academic genres in the university.

  • ANA PAULA VIANA DIAS CRUZ
  • TELL ME A STORY!: JOGO DE CARTAS DIGITAIS PARA O DESENVOLVIMENTO DA COMUNICAÇÃO ORAL EM LÍNGUA INGLESA NO ENSINO SUPERIOR

  • Data: May 26, 2022
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  • This thesis aims to develop the game Tell me a story! as the Professional Master's project in Teaching in Creativity and Innovation in Higher Education Methodologies Graduate Program at Federal University of Pará (UFPA). This digital game is a resource that aims to foster oral communication of either English students from English Language and Literature Courses or other educational contexts, such as basic education. The research has its methodological foundation in Design Thinking approach (CAVALCANTI; FILATRO, 2016) and Game Design approach (ROLLING; ADAMS, 2003; MITGUTSCH; ALVARADO, 2012; SCHELL, 2015) and it presents a qualitative, exploratory and descriptive approach. It was carried out in the Língua Inglesa II course, in the English Language and Literature Course at Federal University of Pará, Belém campus, during remote teaching format. The research participants were 20 (twenty) students, of which only 3 (three) of them completed all the stages of the game development. The educational product (game) was validated by a Panel of Experts, which was composed of two invited experts on instructional material development for virtual learning environments and on English Language Learning and Teaching. Each of them has experience in one of the fields applied in this study as the validation criteria. From the testing and validation stages, Tell me a story! showed to decrease language communication tension due to its playful features; it fostered vocabulary related to everyday life, thus encouraging students to communicate orally about familiar subjects; it promoted the interaction between students of different language skills; and it allowed students to be protagonists, autonomous and decision- makers about their own strategies in the game and in their oral narrative building. Thus, this master’s thesis and the educational game developed from it contribute to pre-service and in- service English teachers and teachers from other educational contexts, who aim to design and apply digital games in their classroom through Design thinking e Game design due to foster oral communication in the target language. In this sense, the potential to create educational and pedagogical alternatives belongs to all educators.

  • CLAUDIANE SANTANA SILVEIRA AMORIM
  • GRAVIDAPP 2.0: APLICATIVO EDUCACIONAL PARA A PRÁTICA DA ENFERMAGEM OBSTÉTRICA NO ENSINO SUPERIOR

  • Data: May 26, 2022
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  • This work focused on developing an educational application entitled GravidApp 2.0, which was designed to be a theoretical-practical support for students of the Obstetric Nursing (ON) discipline, offered by Magalhães Barata School of Nursing at the University of the State of Pará (EEMB/UEPA). The theoretical methodological foundation is based on the concepts and principles of Health Education, teaching practices in Nursing and the theoretical discipline of Obstetric Nursing, in addition to notions and debates on active methodologies and Educational Technologies (ET). This study was based on the development of five main methodological phases adapted from Instructional Design Model of Falkembach (2005). In the first, diagnosis of the intervention context, data survey made towards the UEPA context, the Nursing course and the ON discipline. In the second, the survey and analysis of reference applications, educational applications on obstetrics were mapped on the Play Store platform. The third phase was to create and prototype the educational product on the multiplatform Unity and with help and support of an interdisciplinary team of professor and students of the University Federal of Pará (UFPA). In the fourth stage, validation of the application content, the participants were 13 Nursing Specialist Judges (SJ), who evaluated the GravidApp 2.0 through a 30 itens questionnaire that was answered using the Likert Scale that basead the verification of the Contente Validation Index (CVI). Furthermore, SJ gave recommendations about the application’s usage and functionalities. In the last phase, the application was reviewed and finalized to make it available on Play Store. Among the results, the following stand out: (i) the development of a useful, innovative, creative and easily accessible application may enhance ON students’  learning. In addition, the application can be replicated beyond UEPA context; (ii) the educational product proved to be valuable in terms of its contents, reaching more than 90% of its IVC global percentage, presenting an excellent evaluation among the SJ; (iii) the contributions were important to the training and performance of the researchers involved in its development. In this perspective, GravidApp 2.0 has potential to make direct contributions to the production of Educational Technology in the area of ON in the Northern Region of Brazil, since it is an authorial technology that promotes teaching-learning and assistance to the future Nursing professionals, making them more engaged and qualified.

  • ANA CAROLINA ALEIXO DE SOUZA
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  • Data: Apr 29, 2022
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  • In a life rationalizing-driven society, which values the severability between rational processes and social phenomena, different imbalances arise, including the emotional and relational ones. Nonetheless, psychological illness, especially anxiety and depression disorders, associated with the covid-19 pandemic, are increasing. Young university students have to deal with both the pandemic scenario and the normal challenges of the academic context. Accordingly, a movement arises, at different levels of education, with the proposal to perceive, respect and encourage human integrality, based on biopsychosocial-emotional aspects. The focus question that guided this work arose from the concern that this movement causes: “How to favor for university students, in a playful way, the contact, thinking and discussion about socio-emotional skills that can contribute to their ability to deal with common challenges in academic life?” Therefore, the goal of this work is to develop a board game that allows the contact, thinking and discussion about socio-emotional skills that can contribute to the ability of university students to deal with common challenges in academic life. To achieve this goal, we carried out a research to support the understanding of socio-emotional skills, their relationship with academic performance, and game design. We investigated products and initiatives that inspired the development of the game elements. In the product elaboration phase, we structured the mechanics, dynamics and aesthetics of the game based on the Mechanics, Dynamics and Aesthetics (MDA) framework. During this process, we entitled the game as “Sense of Being: socio-emotional skills game for university students”. Sequentially, the prototype of the game was submitted to the first step of testing, carried out with seven undergraduate students from a private higher education institution in the city of Belém, Brazil. Subsequently, a panel of specialists formed by three Psychology professionals, working as undergraduate professors at public higher education institution, analyzed the content of the cards that make up the game. Then, four Psychology professionals, working in the specialized student support service of a private higher education institution in the city of Belém, Brazil, analyzed a set of cards of the game and the other elements that compose it. In each step, we collected the given feedbacks, which oriented the adjustments to the game elements. As a final step, the files containing the final version of the components were presented and made available in a way that allows easy access to the contents. The impressions highlighted by students and specialists who contributed to the research indicate that the product arouses interest and it’s innovative, especially for dealing with socio-emotional skills in a playful way and also for presenting characteristics of germinability.

2021
Description
  • SAMIA MOTA DA SILVA
  • O ENSINO E A APRENDIZAGEM DE ESTATÍSTICA NOS ANOS INICIAIS DO ENSINO FUNDAMENTAL: O USO DA FERRAMENTA SCRATCH NA FORMAÇÃO DO PEDAGOGO

  • Data: Dec 20, 2021
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  • The National Curriculum Parameters (PCN, in Portuguese) published in 1997 and incorporated into the Common National Curriculum Base (BNCC, in Portuguese) in 2017, advocate that Statistics should be taught throughout Basic Education, since the initial years. However, studies show that teachers in the early years do not receive adequate training because, when provided in the course's curriculum, Statistics is generally geared towards school administration, so it does not present content for its teaching. In this sense, this research started from the following focus question: How can Scratch contribute to the improvement of the Pedagogue's pedagogical praxis for the teaching of Statistics in the early years of Elementary School? The main objective of this research is to develop an educational product with guidelines for the construction of animations/games, using the computational tool Scratch, which can help Pedagogy students in the teaching and learning process of Statistics content, provided for in the BNCC for the early years of Elementary School. The Product developed is a material in PDF format entitled “Introduction to Scratch Quick guide for Pedagogy Students”. The research presents a qualitative approach of an applied nature, the research instrument used for data collection was the questionnaire. The product was tested by fifteen students from the Pedagogy course of public institutions and validated by an Expert Panel composed of three professors: two Pedagogues and one Statistician. The results presented show that the educational product meets the proposed objective, considering that the validation of the expert panel and the testing of pedagogy students were considered satisfactory, indicating that the product will be of great contribution to the target audience.

  • IVANIR DA SILVA PAIXAO
  • TEAR: Abordagem de Ensino e Aprendizagem para Estudantes com Transtorno do Espectro Autista no Ensino  Superior “Tecendo Perspectivas na Aprendizagem Invertida”

  • Data: Dec 17, 2021
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  • The increasing demand of students with Autistic Spectrum Disorder entering higher education has changed the educational scenario and fostered important discussions about the need for inclusive education and the use of adequate pedagogical/methodological materials for teaching this specific public. By reflecting on these needs, considering the scarcity of teaching material and attempting to contribute to the inclusion of the ASD students in higher education, we based this research on the following question: How to assist university professors on the process of teaching ASD students? The main purpose of this research is to create a teaching material composed by guidelines and methodological strategies which are based on active teaching and learning methodologies. In this context, we developed an educational product named TEAr. It consists of a pocket book for university professors that focuses on teaching students with Autistic Spectrum Disorder. It was based on the guiding principles of active teaching-learning methodologies; hence it proposes an adaptation of inverted learning in order to meet the main educational needs of ASD students. In order to elaborate the product, we carried bibliographical research on active teaching-learning methodologies applied to teaching students with ASD, the public policies for inclusion on general and inclusion of ASD university students specifically, and the academical characteristics of students with ASD by working with reports from the university students themselves. After conducting the bibliographic research and analyzing the reports, we created the project’s proposal. The proposal was submitted to the evaluation of a experts’ panel, which consisted of 3 different representations: a teacher, a student with ASD, and a UFPA’s mentor. The goal was to collect suggestions and make adjustments. After the contribution of multiple perspectives, the final version of TEAr was considered suitable to be used by university professors who teach undergraduate students.

  • SUELEN MIYUKI ALVES GUEDES
  • CIÊNCIA COM CARTAS: REFLETINDO SOBRE A IMPORTÂNCIA DO DIÁLOGO ENTRE CIÊNCIA E SOCIEDADE COM DISCENTES DE GRADUAÇÃO

  • Data: Aug 23, 2021
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  • From the discussions about science raised by Sala (1974), Auler (2007), Morin (1999, 2003) and Santos (1999, 1989, 2008, 2011), we have reflected that a greater approximation and dialog between science and society is necessary. This is because, historically, scientific knowledge has been constituted separately from both the society and other forms of knowledge, which caused some barriers that have persisted until today, such as the fact that science is considered hermetic and far from the everyday life. From the perspective of science defended by Morin (1999, 2003) and Santos (1999, 1989, 2008, 2011), which states that the construction of knowledge needs to consider the interaction between the individuals, their cultures and all forms of knowledge, our research started from the following question: How to promote an interdisciplinary dialog between science and society, with Higher Education students? Our goal was to dialogically foster discussion about science and the processes involved in its construction, using a deck of cards, respecting the contributions of different forms of knowledge. In this context, the deck of cards entitled "Science in question: dialogues with cards" was created, aimed at higher education professors, from any area of knowledge, to promote reflections on science with undergraduate students in compulsory subjects of Scientific Methodology or Research, and in optional subjects related to science. Concerning the elaboration of the product, we carried out a bibliographic research of theoretical references on science to define the thematic axes to be discussed, and we analyzed materials to choose the best format to use. After this structuring, we submitted the content of the cards for validation by a panel of experts, adjusting, eliminating and adding content based on the suggestions indicated. As a final step, we designed the visual identity of the cards and auxiliary materials, as well as we carried out the study to store the cards in the digital version and build a website for the promotion and dissemination of experiences. As a result, according to the validation of the experts' content, we consider that the product is coherent, being relevant to the proposal and suitable for application in the classroom with undergraduate students. Due to its versatility for use in physical, asynchronous and distance classes, in addition to its open character for the professor to create their own content, it has innovative potential to be appropriated in different contexts of Higher Education.

  • MOACIR JOSE DE ALMEIDA MORAES FILHO
  • S.O.S. - STIMULATE OUR SKILLS: GUIA DE ESTRATÉGIAS DIDÁTICAS CRIATIVAS PARA O ENSINO E APRENDIZAGEM NA LICENCIATURA EM LETRAS-LÍNGUA INGLESA

  • Data: Aug 13, 2021
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  • Recent researches state that students entering Higher Education, in undergraduate courses in English Language courses, show difficulties in developing productive skills – speaking and writing. Therefore, this research started from the following focus question: How can we assist students of undergraduate courses in English Language in the development of linguistic skills of speaking and writing in English, through creative didactic activities, based on studies on Active Learning Methodologies and the Communicative Approach? Hence, the general objective outlined was the development of S.O.S. – Stimulate Our Skills, a guide of creative teaching activities to help teachers of undergraduate courses in English Language to foster the development of productive language skills in English in their students, using creative teaching strategies based on Active Learning Methodologies and the Communicative Approach. To this end, I studied theorists and researchers such as Torre (2002), Veit (2017), Lacerda and Santos (2018), Filatro and Cavalcanti (2018), Leal, Miranda and Casa Nova (2019) and Moran (2020), concerning Active Learning Methodologies, and Bygate (1987), Brown (2001), Nunan (2003), Cook (2008), Abreu (2009), Quisen (2015) and Oliveira (2019), on teaching and learning processes of English Language. Regarding the research methodology adopted, it is possible to classify it as a mixed approach, in relation to data collection, and as an applied research, when taking into account the level of investigation. In terms of research objectives, it is considered as descriptive of opinion (ABRANTES, 2007). Among the procedures adopted during the research, there was a participant observation in the English Language II course, offered by the Faculty of Modern Foreign Languages, at the Federal University of Pará, where two creative didactic activities that served as a basis for the development of the other components of the product were tested. As a result, it was observed that even though the traditional teaching methodology is still adopted in some contexts of teaching and learning of English Language in Higher Education, active learning methodologies and creative didactic strategies can contribute to a better interaction between students, fostering autonomy and collaborative learning. In this sense, the proposed educational product has the potential to promote meaningful learning and the development of productive language skills in students of an English Language course.

  • ADELINE OLIVEIRA DA SILVA
  • INTENSITEA: PROTOCOLO DE EXERCÍCIO FÍSICO PARA FUNÇÕES EXECUTIVAS DE UNIVERSITÁRIOS(AS) COM TEA

  • Data: Aug 10, 2021
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  • When we talking about students with ASD in higher education, the challenges tend to increase to (a) the heterogeneous characteristic of this group, in which each one reveals itself within a spectrum, with distinct characteristics and (b) little access to scientific information by teachers. This qualitative, applied and exploratory research aims to develop and validate a physical exercise protocol that stimulates executive functions of attention, inhibition and working memory in students with ASD, to be used by professionals who serve this public in higher education. The study consisted of four male participants, aged between 19 and 23 years, undergraduate students at the Federal University of Pará, Belém campus, who had a diagnosis of ASD or ASD with other associated comorbidities. Each student was invited to participate in three sessions of on-line interventions through the Google Meet platform, the 1st session being aimed at explaining the research procedures to him and his guardian, the 2nd one consisted of the control session, in which the cognitive tests and viewing a 25-minute informative video. The 3rd session took place seven days after the 2nd session and the cognitive tests and 25 minutes of moderate-intensity physical exercises were performed. Each session lasted an average of 60 minutes. The activities validated by students with ASD contributed to the creation of the final research product, a physical exercise protocol that is presented in two formats: PDF document and MP4 video class. These two formats were also validated by a panel of experts composed of seven professionals, including pedagogues, occupational therapists, physical education and design, advertising, social media and marketing teachers. The Intensitea product is a didactic instructional basis for professionals who can use the protocol with students with ASD in higher education to improve performance in tasks that demand good functioning of attention, inhibition and working memory.

  • LETICIA RIBEIRO MONTEIRO
  • LIVRO-OBJETO: UMA JORNADA CRIATIVA DE DOM QUIXOTE NO USO DE GÊNEROS DISCURSIVOS EM ESPANHOL

  • Data: Aug 5, 2021
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  • Encounters, affections, experience, and creativity, through the Spanish language, mark the beginning of a great adventure. In this narrative, Don Quixote, icon of world literature, embarks on a cartographic journey called: "Book-object: Don Quixote creative journey in the use of discursive genres in Spanish". In this journey, the illustrious nobleman seeks a creative experience to answer a question: would a book-object be a creative learning strategy in discursive genres through the Spanish language? To this end, he seeks not only answers but to enjoy the process through experience, in the sense of Larrosa (2014). Therefore, the cartographer Don Quixote creates a series of poetic entries and a fantastic tale, both in Spanish, and turns them respectively into a creative dictionary and object-book. Through cartographic methodology, we seek to follow the process in which the protagonist is inserted. Moreover, with his logbook, he has an attentive look and intervening actions, through his own narrative of his creative journey. These are the so-called clues of the cartographic method, according to Passos; Kastrup; Escóssia (2009), which will guide the investigative path, not to reach an end, but to experience the transformative experience of the process. Therefore, his assignments called "Beginning of a creative journey", "The journey towards the creative dictionary", and "The journey towards the book-object ", are cartographies of his active and creative learning in discursive genres through the Spanish foreign language. This process led to the production of two products: the first, a dictionary composed of 25 entries, illustrated with 25 works of art, and the second, a book-object, materialized from an authorial tale. It is also a reflection on active learning and being at the center of a learning process, according to Paulo Freire (1987), with the feeling of "making life worthwhile", according to Mihaly Csikszentmihalyi in Pascale (2005) and Donald Woods Winnicott (1975), which corroborates with Ivanir Fazenda's (2008) interdisciplinarity, besides discursive genres in Mikhailovitch Bakhtin's (1997) perspective. The cartographic investigation motivates, provokes affections and unforgettable experiences in those who participate, generating an authorial and motivating production. This motivation, burning in the chest of a foreign language learner, through discursive genres, art and creativity, provokes the feeling of living creatively. 

  • RAYZA CRISTINA BAHIA TORRES
  • ORAL SKILL DEVELOPMENT ASSISTANT (O.S.D.A.): CONJUNTO DE ATIVIDADES COM O USO DO VOICETHREAD PARA O DESENVOLVIMENTO DA PRODUÇÃO ORAL PARA ALUNOS DE LICENCIATURA EM LETRAS-LÍNGUA INGLESA

  • Data: Aug 5, 2021
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  • This research aimed to develop an educational product to help students of the English Language II discipline, from the major in LanguagesEnglish Language, at the Faculty of Modern Foreign Languages, Federal University of Pará, to develop oral skills in the target language. The product named Oral Skill Development Assistant (O.S.D.A.) presents eight proposals for activities based on the communicative approach, planned on the VoiceThread platform and validated by an Expert Panel composed of two professors from the area of teaching and learning. The theoretical framework is based on the concepts that permeate the teaching and learning process in a foreign language (ELLIS, 1998; ALMEIDA FILHO, 1998; MICCOLI, 2011; among others), in the theories of language acquisition (CHOMSKY, 2006; VYGOTSKY, 2007; MIZUKAMI, 2013; among others), in the communicative approach (NUNAN, 1989; BROWN, 2001; LEFFA, 2016; among others), in oral production in English (DÖRNYEI; SCOTT, 1997; HEDGE, 2001; GOH; BURNS, 2012; among others), in technologies in the teaching and learning process (KENSKI, 2007; BRAGA, 2013; MCQUIGGAN, 2015; among others) and, finally, in the use of the VoiceThread tool (BUSH, 2009; FADINI, 2014; ADELL, 2021; among others). The research, of a qualitative nature, has the case study methodology (SAMPIERI, 2013; CRESWELL, 2014; COSTA; LOPES, 2015; among others). Data were generated through oral records of student interactions with the VoiceThread tool from the performance of the proposed activities, two questionnaires - one applied at the beginning of the course and another at the end, both for students, and the evaluation of the product by the two teachers in the Expert Panel. The results show that the five research participants were able to improve their oral practices in English through the use of the VoiceThread tool and the feedback received from the researcher. The results also reveal that the Expert Panel indicated the need to make adjustments regarding the context of some activities, which was met. The educational product proved to be relevant as an integrating element to the English Language II discipline for students to practice their communicational development.

  • RODRIGO RAFAEL RODRIGUES DA SILVA FERREIRA
  • SOM EM BLOCOS: MÉTODO PARA CONSTRUÇÃO DE CONHECIMENTO MUSICAL A PARTIR DE PROGRAMAÇÃO EM MIDI

  • Data: Jul 30, 2021
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  • The current thesis presents the conception and development of SOM EM BLOCOS: Method for building musical knowledge from MIDI programming. The method concept has as its essence the music , in line with technological advances of software and teaching and learning in the musical field through programming, in particular, MIDI programming. In this sense, this work has as general objective, to develop a method to aid the musicalization of Multimedia Production Course undergraduates based on the music production software interface (DAW) and as specific objectives: to help undergraduate students without formal music instruction in the process of creating their own musical compositions, to appear as soundtracks, based on compositional elements of electronic music; promote musicalization processes of undergraduate students through digital tools, without the necessary presence of traditional instruments; qualify and better support potential self-learning processes of undergraduate students and, at final, present initial and experimental ways of applying the method for University teachers. To construct this method, we used as reference texts by Keith Swanwick, Èmile-Jacques Dalcroze, Paulo Freire, Ausubel, Jean Piaget and Seymour Papert. Thus, the work is structured as follows: Presentation of the method's development trajectory, theoretical basis, characteristics of the method's functioning and, finally, the first experiences of its application. The method is called SOM EM BLOCOS (Sound in Blocks), because its principles are based on the graphic visualization of the musical elements that DAWs provide, leading the learner to manipulate blocks of musical information as if they were pieces of an assembly game. The method benefits from the musical structure, aesthetics and production techniques of electronic music, by the repetitions, influence of minimalism and ostinatos, which favor the musical composition from rhythmic cells and simple melodic phrases, ideal for the exercise of the beginning composer-musician . It is concluded that the method has a good effectiveness as a musicalization instrument, leading the learner to assimilate fundamental concepts of music, through the practice of composition, without the presence of conventional instruments in the initial music teaching.

  • MATHEUS HENRIQUE ALMEIDA DOS SANTOS
  • _STUDIO: AMBIENTE VIRTUAL DE APRENDIZAGEM POR PARES PARA PRODUÇÃO DE CONTEÚDO NO ENSINO SUPERIOR, NAVEGÁVEL POR ACIONADORES

  • Data: Jul 29, 2021
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  • This work aimed to develop a framework and a virtual peer learning environment for the creation of digital content in higher education, navigable by triggers. The environment was planned to be compatible with assistive navigation features, present in Windows®, MacOS®, Android® and iOS® operating systems, in order to be accessible by people with physical disabilities. A website was also developed to guide users in setting up their online account on the Notion® service. The Action Research, of an applied nature, with a qualitative approach were applied for planning, action and evaluation of results. Through questionnaires, interviews with students, experts panel and qualitative analysis metrics, it was found that _studio and the S3 framework meet the needs of content creation, for the application of the active teaching methodology: peer learning. According to the assessment of the accessibility experts panel, the environment is navigable by triggers and provides independence for people with Spinal Muscular Amyotrophy. The conclusion, in general, presents the analytical structure and a SWOT analysis of the product, based on the perceptions of students and teachers and the outcome of the expert panel. Some points are seen as challenges, such as expanding the audience for validating navigation by triggers. As an opportunity, the possibility of developing custom tools for content creation and the expansion of third-party tool indication lists, already existing in _studio, was explored.

  • ANA CLEIA MACIEL BAIA
  • REPERTÓRIO DE DIGITALIZAÇÃO PARA ENSINO DE HABILIDADES DA LÍNGUA INGLESA UTILIZANDO SOFTWARE DE ANÁLISE COMPORTAMENTAL

  • Data: Jul 27, 2021
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  • This dissertation work presents the process of development, testing and results on the design of a Tasks Collection adapted in the SIEL educational software. This Collection was designed to help teachers in higher education of English Language in the subject English Language I, which is marked by traditional education, which instigated my reflection on this method of instruction, through my own experience as a student and bibliographic support. The methodology used follows the path of the following phases bibliographic research; adaptation of SIEL software; design the proposal; data collect; session validation and product materialization. For the materialization of the product, related works pertinent to the research were sought to corroborate with this dissertation, by identifying the affinities and different views on the use of software in teaching and learning languages. Then, there was the development of SIEL sessions adapted for teaching the English language, presenting the methodological variation in the Matching-to-Sample (MTS) and Constructed Response MTS (CRMTS). Subsequently, he designed the Tasks Collection and as the software is not so simple to use, an Orientation Book for the teacher was also proposed, thus enabling the construction of new sessions, according to the teacher's needs. The testing and validation of the product took place from one of the sessions developed and was carried out with English Language teachers who had already graduated from the English Language Arts course, as it was not possible to evaluate it with groups of students due to the pandemic. Testing results were obtained through a questionnaire on Google Forms. Then, it is possible to talk about the results noting that the adaptation of the Tasks Collection has the potential to contribute to teaching and teachers are very interested in using it in their classes to improve skills.

  • IVANILTON FERREIRA
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  • Data: Jun 24, 2021
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  • This research brings the results of capturing records of the sign terms used by the deaf of the Munduruku ethnic group, for the development and conception of the DIGITAL MINI DICTIONARY OF THE MUNDURUKU SIGN LANGUAGE, which has 59 sign terms and is available in e-book format. To this end, we try to answer the following focus question: How can the digital Mini dictionary developed in this study contribute to the training process of teachers of Libras and Special Education courses, for the acquisition of Sign Language in the deaf community of the Munduruku ethnic group in the State of Pará? Given the focus question, the main objective for this study was to design a Digital Mini Dictionary of the Munduruku Sign Language - in Portuguese, LSM - aiming to contribute to the teacher training process for the acquisition of the Sign Language used in the village of Karapanatuba, in the municipality of Jacareacanga, in the State of Pará. The research presents a qualitative, exploratory, and field approach. The locus of the research was the Karapanatuba village, in the Munduruku Indigenous Land, located in the municipality of Jacareacanga, in the southwest of the State of Pará, and the techniques used were participant observation and open interview. The research participants were: 3 deaf indigenous people from the Munduruku ethnic group; 3 indigenous teachers, academics from the UEPA Indigenous Intercultural course; 1 non-indigenous participant, who works in the Munduruku Indigenous Land; and 1 local interpreter from the Karapanatuba village. Due to the pandemic, the sign terms’ capture and registration took place remotely and in person. For cataloging and product development, we used a terminographic form and, in addition, we used the registration form to then organize and systematize the sign terms. To meet the criteria for designing educational products, validation was necessary, and this stage was divided into two parts: the first with the deaf community of the Munduruku ethnic group, to validate the signs, and the second with the expert panel, composed by professionals from the areas of sign language, indigenous peoples, and design/communication. With the conception of the Digital Mini Dictionary, we intend to contribute and spread LSM signs to expand sign language vocabulary in Brazil, so that it can be an additional use and research tool for Libras and Special Education teachers, as well as for undergraduates /deaf teachers and students from the Munduruku people. In summary, the product was analyzed by the Munduruku community of deaf and hearing people, by specialists and research professors, leading us to the conclusion that this pedagogical resource is important and indispensable to improve communication and interaction between deaf and hearing indigenous people, and it can also strengthen Munduruku sign language as a differentiated linguistic dissemination given its condition as an emergent and cultural language.

  • DJANIRA DE OLIVEIRA LEAL
  • METODOLOGIAS ATIVAS EM CONTEXTO UNIVERSITÁRIO: Desenvolvimento de um curso de capacitação voltado para docentes do Ensino Superior

  • Data: Jun 24, 2021
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  • This research aimed to develop a training course in active methodologies for teachers at the Federal Rural University of the Amazon (UFRA). The course, entitled Active methodologies for university contexts, corresponds to the educational product conceived during the research and had as its final object the creation of a Pedagogical Design (PD) covering its entire structure. Through this training, we sought to promote mainly the use of teaching strategies based on the principles of active methodologies. The initial stage of the study comprised a diagnosis of the locus of research, which made it possible to identify the characteristics of the institution and its teaching-learning policy in order to adapt the training to the institutional context. In addition, it was possible to draw a profile of the teaching methodologies available at the University, considering the students' point of view and expectations regarding teaching practices developed at the institution. The diagnosis made at UFRA showed the existence of an institutional environment favorable to the implementation of this type of training. The results obtained from this study also enabled the identification and training of a team of professors from the University, who already used activities based on active methods in their classes, which resulted in the invitation to participate in an action research focused on supporting the preparation of the PD of the course. The product testing stage involved conducting a pilot experiment, that is, the first course offering at the institution. The analysis of this experience recommends that the development of this type of training can contribute to help teachers better understand the concept of active methodologies and improve the process of planning and using active methods in their classes. The data collected in the product testing also provided subsidies for the improvement of the training proposal. Considering the germination characteristic of the product, it can be inferred that, with the necessary adaptations, the course can be applied in other training contexts that have similar objectives.

2020
Description
  • ANNE LETICIA DE SOUSA CIPRIANO BARROS
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  • Data: Sep 17, 2020
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  • MAYARA DE OLIVEIRA VIEIRA
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  • Data: May 28, 2020
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  • This work is the result of an investigation into "Innovative initiatives that promote accessibility" and started from the following question: which innovative processes and/or products promote accessibility for people with disabilities within higher education? It has, as its methodological field, the method of cartography from the perspective of an intervention research in order to make visible subjective processes and monitor both objective and subjective processes. The study sought to investigate processes and/or products with the potential to promote communicational, architectural or instrumental and attitudinal accessibility, either by solving a problem or by a new approach. To this purpose, three research territories were chosen. In the first one, on Communication Accessibility, the "KitAcesso" was researched and produced, consisting of five applications, five info graphics, a workshop and an informative blog. The applications were selected through curatorship, specialized readings, supervised internship guidance and searches on websites supported by selection criteria. Info graphics were elaborated as a form of documentation. For the production of the research data, a workshop was held on the processes developed and, finally, the creation of a blog to disseminate of the kit. The second territory, on Accessibility with Rapid Prototyping, there was also the process of research and production of "KitAccessSol" compounded by the solution of two accessibility problems. The first one on architectural and instrumental accessibility through the design, model and 3D printing of a keyboard adapted for people with low vision. The second one on architectural accessibility through the design and model of a mobile ramp access to the drinking fountain of the postgraduate building in the Instituto de Tecnologia da UFPA. The kit also includes a on the adapted keyboard construction process. These problems were investigated during a curatorship of projects, programs and products on free websites on rapid prototyping and during a survey in the accessibility coordination of UFPA. To the third territory, on Attitudinal Accessibility by Art, the film "The Shape of Water" was chosen to reflect on attitudinal accessibility seeking to understand how film language can reinforce stereotypes, myths and prejudices that were historically and culturally built, as well as in order to contribute to dialogue on inclusion. The cartography from these territories went the long way along both the elaboration of laws that ensure rights of people with disabilities and in the construction of processes and/or products that promote accessibility, particularly in higher education, with an approach that sought to be broad, but considering important particularities. There is a great lack of knowledge about applications that help people with disabilities and it is necessary to promote digital literacy on accessibility at the university. Despite technological advances, the 3D printer is still little used at the university level as a tool to promote accessibility, a few simple and low- cost projects in Assistive Technology are implemented and there is a lack of trained professionals in this area. With regards to attitudinal accessibility, there is a great silence that needs to be broken. We believe that Art is a promising path in dealing with the sensitive to promote encounters that can mean the change we have dreamed of and a more inclusive society.

     
     
  • HELENA DO SOCORRO CAMPOS DA ROCHA
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  • Data: May 27, 2020
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  • “Afrofuturism in Education: Creativity and Innovation to discuss ethno-racial diversity” is the research theme that addresses the applicability of Afrofuturism in Education in Professor Education classes at the Federal Institute of Education, Science and Technology of Pará (IFPA) Campus Belém. The overall objective was to create innovative and creative Afrofuturist environments, methodologies and instruments to discuss ethno-racial diversity at IFPA. It uses the method of Cartography through the clues: process monitoring, attention, narrative policy and intervention research according to Passos, Kastrup and Escóssia (2015). The research narrative flows through four stories and at each passage there is an orixá who guides the character Ananse Afrofuturista in his search for creativity and innovation. In the first and second stories, Ananse was taken by Oxumarê to Cinema Namibe in Angola with the following concern: How can an Afro-Futuristic Virtual Reality environment make innovation visible in the creative making of Ethnic-racial Diversity? In the third story, Oxum, the lady of Abébé, guided Ananse to the IFPA campus Belém in search of answers to the following concern: how does CartoDiversidade promote empowerment in a creative and innovative way in dealing with ethno-racial issues through the production of teaching materials? CartoDiversidade is an active methodology based on Cartemática, coined by Vaz (2018) and aims to promote interdisciplinarity between Art and Ethnicorracial Diversity through the Afrofuturist Movement. It consists of three Letters: Letter Inspiring Principles, Letter Exercising the Look and Letter Inspiration, using the principles of Maker culture and STEAM methodology. In the third story Ananse was guided by Oxaguiã, the lord of innovation and creativity, to the inventories produced as a product of the Inspirational Letter. Ananse found that the NEAB Virtual is a resource that makes the innovation of the creative making of Ethnic Diversity visible, with the fundamental characteristics of Afrofuturism impregnated in the products exposed in the context of each specific knowledge: ancestry, technology, autonomy and a possible future. The CartoDiversidade caused interdisciplinary connections between Afrofuturism and ethno-racial diversity permeated by creativity and innovation visible in the cartocurar and cartofazer in the three cards. CartoDiversidade is configured in a powerful active methodology in dealing with ethnic-racial diversity, bringing to the fore, in this specific case, the possibility of empowering male and female students through Art with the Afrofuturist movement, making them protagonists of their learning and inserting their voices and narratives with authorial educational products. CartoDiversidade, inspired by Cartemática, can be adapted to any curricular component and its Guide is the main product of the research. It was possible to see the innovation in the making and the creative process of the students from the clues produced in the Afrofuturistic inventories that served as an instrument where the change of posture is perceived in the face of the ethno- racial diversity that sprouted from the inside of each one, often hurt in the academic path. The results show with this experience that environments, methodologies and innovative Afro-Futuristic products enhance creative learning about ethno-racial diversity.

     
     
  • ALLANA CAMYLE DE MELO LIMA
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  • Data: May 12, 2020
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  • This research aimed at creating a product to support the digital pedagogical practice of English teachers on WhatsApp application by analyzing data from a work that it is called “English in the Palm of Hand” project which was designed for 25 students of the English- language teaching undergraduate program at the Federal University of Pará on WhatsApp application and validating the product by using an Expert Panel composed of three English teachers and three researchers from the fields of language learning and teaching, mobile learning and Information Digital Communication Technologies and Education. The product “English in the Palm of Hand: a guide to support the digital teaching practices on WhatsApp application” provides guidance, three activities and digital materials for English teachers(GIFs, images, videos and PowerPoint Presentation). This study is grounded on theoretical discussions regarding the mobile learning concept (SACCOL; SCHLEMMER; BARBOSA, 2010; BRAGA, 2017, among others), its advantages and limitations (SACCOL; SCHLEMMER; BARBOSA, 2010; SILVA; ROCHA, 2017, to mention a few), mobile learning as a tool on teacher education (BARAN, 2014, among others), the history, definition and features of the WhatsApp application, (LOPES; VAS, 2016, to mention a few), as well as how language is used on application (MARTINS; BATISTA, 2005; MAGNABOSCO, 2009, among others) and finally, the possibilities and limitations of using WhatsApp as a pedagogical tool (OLIVEIRA et al., 2014, to mention a few). This research is considered a qualitative case study (FONSECA, 2002; MARTINS, 2006; DÖRNYEI, 2007).The research instruments were: the students’ interaction records on application, a semi-structured individual interview and the researcher’s field notes. The results point out the relevance of the project actions and activities because they involved aspects of the students' reality and interest, increased the students’ opportunities to use the language, built affective bonds among them, encouraged their reflection and autonomy in their own learning process, as well as presented the challenges and technological, technical, and pedagogical practice limitations related to the methodology in the digital environment. The results of the product validation point out the need of some adjustments related to the text review and correction .The guide was considered relevant to support and inspire English teachers who work in different contexts to apply, think and rethink other activities besides the ones proposed on the guide.

     
     
  • ÁRLLON CHAVES LIMA
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  • Data: May 8, 2020
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  • This thesis presents the conception of a teaching and learning methodology for introductory subjects to programming, entitled 7Cs Methodology, composed of seven dimensions (Understanding, Conceiving, Completing, Compatibilizing, Correcting, Building and Creating) and which aims to facilitate the learning process of the basic contents of algorithms, in order to minimize difficulties of undergraduate students of courses that include introductory subjects to programming, subjects that are often held responsible for high retention and dropout rates in undergraduate courses in the area of Technology and Information. The conception of such a methodology was based on the principles of Ausubel's Meaningful Learning Theory (2000) and was initially inspired by Campos' work (2010). Participant observations were held in two different undergraduate courses at the Federal University of Pará (UFPA) and a pilot test in the Algorithm Leveling Program (PNA – Portuguese acronym) at the same university. Then, from the observations and data obtained, the methodology was applied in the subject Algorithms, from the Bachelor's Degree in Computer Science, also at UFPA. It was verified the possibility of using the methodology in a flexible way, with feasibility, both in leveling courses and in the subject of Algorithms at the undergraduate level. Observed elements indicated the potential of the 7Cs Methodology to assist in reducing difficulties in understanding the basic concepts and in the development of skills associated with algorithm subjects, with the verification, throughout the applications, of more active involvement of students and the development of specific skills related to the construction of algorithms. Finally, a Guidance Material was prepared, with a brief description of the 7Cs Methodology and examples of possible ways of its application, to illustrate its principles and assist teachers interested in using it.

     
     
  • JULIA MARINA QUEMEL MATTA
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  • Data: May 7, 2020
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  • Universities are great spaces for training human resources and producing knowledge, however, they also present issues that need to be faced and discussed with the academic community, such as violence, prejudice or waste disposal, among others that are also evident in society in general. It is understood that these issues are not always widely discussed within the scope of formal education and, based on this principle, in the context of the Federal University of Pará (UFPA), this work has as its general objective the dissemination and circulation of studies related to problems that involve the everyday life of the University, like the overpopulation of dogs, seeking to promote a wide circulation, awareness and debate about complex topics by the academic community, which requires integrated solutions. The specific objectives were proposed: (i) to identify what perceptions the academic community has about the subject treated in the first example of the magazine; (ii) designing a digital magazine to address UFPA's daily problems; and (iii) evaluate and validate a proposal. In this context, a digital magazine called "Inter Olhares" was created, aimed at everyone who transits and circulates in the Institution: students, teachers, technical-administrative servers, service providers. service and visitors. The magazine is structured in five sections: Perception, Fact, Complexity, Reflection and Attitude, with a proposal for semiannual periodicity and brings, in the first edition, the theme of stray dogs overpopulation in the Professor José da Silveira Netto University City, headquarters of UFPA, in Belém. In order to design the product, it was necessary to go through some steps that covered the method of analyzing the perception of problems at UFPA and collecting data in the community; a definition of the journal's prerequisites; structuring the editorial plan; the preparation of the first issue of the magazine; and the validation. As a result, it was found that a magazine, in general, can be used in the context of teaching, especially in the scope of non-formal education, due to its versatility, clarity of language and accessibility. The availability of the magazine in digital format, with the different resources offered, expands the magazine's accessories, especially because of the possibility of simplifying information and the combination of different media, which can increase the chances of learning the subjects used in editions.

  • WILLIAM TEIXEIRA GONÇALVES
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  • Data: May 5, 2020
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  • Religious Education is constituted as an area of knowledge in Basic Education and as an integral part of the school curriculum, with optional enrollment for the student. The object of study in this area is the religious knowledge about the different beliefs and practices existing in Brazilian society, aiming at the integral education of the citizen. However, from informal conversations with professionals in the area, it was found that there are few didactic materials and pedagogical resources that work the curricular component from this perspective. Considering this, and added to the need to think about Digital Information and Communication Technologies (DICT) in the scope of teaching-learning, this thesis had as general target the produce a podcast to demonstrate for teachers work in Religious education the possibilities of this media as an alternative pedagogical resource to explore themes related to the religious diversity of Brazil. The study started from the following guiding question: How can podcast contribute to the teaching practice of Religious Education teachers? In this sense, there was the design and production of a podcast with four episodes as a demonstration of the media an pedagogical resource, based on DICT, to be explored in the approach of themes related to the religious phenomenon. To achieve this end, research of an exploratory nature and of a qualitative approach was carried out, in which a bibliographic survey was carried out on Religious Education, Religious Studies, DICT, digital media and podcast for theoretical foundation of the proposed product, in addition to documentary research on legislation about Religious Education in Basic Education. The episodes of the pilot podcast covered Buddhism, Spiritism and the podcast media itself, all of which underwent a validation process through the constitution of a Panel of Experts, composed by teachers working in the area of Religious Studies and Religious Education. The evaluation by the experts aimed to verify the quality of the product and the feasibility of its use for the classroom. The experts listened to the episodes and filled out a form made available via Google Forms, with closed and open questions. The results of the product validation process indicate that there is a good receptivity in the area in relation to the use of this media in Religious Education, but for its effective viability as a pedagogical resource, it is necessary to be aware of technical issues, such as the availability of equipment for recording and editing and access to the Internet by teachers and students, as well as appropriate guidelines for dealing with these instruments. Defining the format and style of language to be used in addressing the themes is also a relevant item pointed out in the evaluation, since as a pedagogical resource the objective is to dialogue with students, so the planning of the podcast must consider the context for which it is proposed. The presence of DICT in education is a fact today and the podcast, one of the consequences of these technologies, can bring to this teaching a contribution to the approach of the religious phenomenon.

  • ANDREZA JACKSON DE VASCONCELOS
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  • Data: May 4, 2020
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  • This dissertation presents the process and the results of the “HQ Criativa” conception, an Electronic Comics (kind of hypermedia comics) which is composed of four episodes and two subproducts (the inspiring Bullet journal - the diary of the main character’s narrative - and the Creativities in comic strips - proposed activities elaborated from the comic book production process). The first episode prototype is available on a free and easily accessible platform, along with the scripts, the characters’ profile sheets and the subproducts. In the future, all the final version episodes of the “HQ Criativa” will be available. This educational product was based on the 21st century reality in which creativity is considered an essential competence in people’s private, academic and professional life as well as it considers the University as a social institution which is responsible to enhance and develop the students’ creativity. In order to encourage professors to insert creativity in their pedagogical practices, we have had outlined as a focus question for this research: How to contribute to Higher Education professors foster their students’ creativity competence by the production of comics in the classroom? In order to answer this question, we have defined as a general objective: To develop an Electronic Comics to support teachers foster the creativity competence by the comic strips production in Higher Education classroom. In order to achieve this goal, we have theoretically been based on the concepts of the creativity as a capacity inherent to the human being by Csikszentmihalyi (2006), Sternberg and Lubart (2002) and Runco (2007), the creativity in Higher Education by Alencar (2011) and Fadel and Wechsler (2011), the creative professor by Morais and Azevedo (2011), the creativity competence by BNCC (2018) and Zabala and Arnau (2014), the language of comics (Vergueiro, 2018), the tradicional comics charecteristcs by Eisner (2010) and Chinen (2015) and, Electronic Comics by Franco (2008). To develop this qualitative research, we have carried out the following methodological procedures: (i) a bibliographic and documentary research; (ii) a selective literature review; (iii) the Electronic Comics; iv) the script and characters’ product validation through an expert panel; v) the materialization of the first episode prototype; vi) the validation with the specialists who participated in the first stage of validation. The research results, although the product has not been tested in a real teaching and learning practice, were corroborated by the analysis of the panel of experts, who highlighted the relevance of the “HQ Criativa” in contributing to the promotion of reflections about the creativity development in Higher Education and the relevance of having an adequate university education for the context where we live. 

     
  • JESSICA ROCHA DE SOUZA CARDOSO
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  • Data: May 4, 2020
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  • This study starts after the recognition of a need presented by deaf people when entering higher education, as they face up difficulty in understanding specific terms of an area. Based on a bibliographic data, experiences as a student at the Pará University State (UEPA) and an exploratory research conducted in this study, allowed to observe the education of deaf people from their visual experiences and their linguistic, which justifies the character of this research, we seek to contribute directly to the education of the deaf in higher education, creating strategies to support teachers in order to adapt complex content and streamline the content to visual forms that take into account the specificities of deaf people. It is proposed a manual with instructions for producing a bilingual application, which presents specific terms of a certain area of knowledge. To prepare this manual, an application will be created for Linguistic Processes, a fundamental discipline of the Language Degree Libras (Brazilian Sign Language), offered by UEPA. The application presents: specific terms and their concepts, as well as a brief example, texts and PDF files and contact with the teacher. The general objective of this work is to conceive and develop a manual for the production of a bilingual application (Portuguese-Libras) for teachers who work with deaf students, from the Language Degree Libras, seeking to enhance the learning of the specific terms of the Processes discipline Linguistic. The specific objectives that will guide the stages of this work are: To carry out bibliographic research about a bilingual application (Portuguese-Libras); Identify terms that students have learning difficulties in the discipline Linguistic Processes; Translate the terms, concepts and examples of the Portuguese language into Libras; Produce videos in Libras for the application; Develop a bilingual application in the Linguistic Processes discipline; Design and evaluate the manual; Disseminate the results obtained through publication and presentation at events. The study carried out by research with a quantitative- qualitative approach, in data collection was carried out through a questionnaire followed by a semi-structured interview, allowing participation, bidirectional interactions. After researching related works, an analysis was carried out on three applications used in the educational and social environment, as an aid in communication between deaf and hearing people. However, it was noted the lack of applications that presents an example of term-sign, allowing replication of applications and texts in Portuguese related to the term-signs. Thus, an application was produced in the discipline Linguistic Processes and, from this application, a manual was created that allows teachers from any area of knowledge to create an application for the discipline taught. This manual was tested and evaluated by nine participants, studying the last year of the Language Degree Libras, six deaf and three hearing. After evaluation and analysis of tests, a satisfactory result is recorded for use and dissemination of the manual. 

     
  • ADRIANA DA CONCEIÇÃO BARROS DO ROSÁRIO
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  • Data: Apr 29, 2020
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  • This paper presents the conception, development, testing and validation of an educational product, which is a textual material in PDF format entitled “Scratch for teachers: proposal for the construction of learning objects”, this material presents the process of construction of learning objects (LO) through the Scratch programming language. The research presents a qualitative approach, in order to reach the objective, the following methodological path was necessary: conducting the research bibliography; exploratory research with pedagogy students through conversation circle; documentary research to approach the context of the pedagogy course at Universidade Federal do Pará (UFPA); understanding of the Scratch programming language, selection and creation Scratch projects; choice of methodologies with the aim of placing pedagogy students at the center of the process of creation learning objects; creation video lessons; creation the channel “Scratch para Professores Criativos” on YouTube; creation of the “Studio Scratch para Professores Criativos”, on the official Scratch website; systematization and production of educational product content. The testing of the product was carried out in two stages, with teachers of basic education in the city of Bragança/Pará and with students of the pedagogy degree course at Bragança Campus of Universidade Federal do Pará (UFPA), and the validation was carried out with a panel of experts. For data collection, it was used participant observation, questionnaires with open questions and evaluation matrices of activities, methodologies, pedagogical resources, installation process of the Scratch programming language, programming and evaluation of LOs developed during product testing. In view of the analysis of the data collected in the stages of testing and validation of the educational product, it was realized that the process conceived in this research contributes to the construction of learning objects and, consequently, to authorial production and the innovation of pedagogical practices through the creation and use of LOs. The results obtained in the testing and validation stages contributed to the improvement and final qualification of the educational product.

     
     
     
     
  • FRANSUZE DOS SANTOS OLIVEIRA
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  • Data: Apr 28, 2020
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  • This work aimed to design a prototype of an interactive platform that facilitates the use of the Project Based Learning (ABPj) approach in higher education. As theoretical references, we are based on studies and reflections on conceptions and principles of Project-Based Learning, Active, Meaningful and Collaborative Learning, theories about the construction of knowledge from experience, interaction with others and with the world, the autonomy of the educating, throughout its metacognition process. For the construction of the prototype, qualitative research was carried out, with the creation of instruments and workshops to build the product's functionalities. Among the most relevant points are the understanding of the applicability of the ABPj approach, the critical points from the perspective of teachers and students and which are the most important functionalities, in addition to the construction of specific tools for planning and monitoring the approach. Another important point was the realization of courses on the ABPj approach to enable its understanding and application in a clear way, with the visualization of a step by step and, thus, the systematization of teaching from the approach in question. As a result of the research, it was possible to obtain a) the identification of critical points for the application of the ABPj approach; b) the systematization of teaching and assessment planning in the ABPj approach; c) the construction of a platform prototype, including screens and functionalities, which, as an interactive tool, contemplates the systematization of the previous item. The main conclusions are: a) the application ABPj, as a teaching and assessment approach, requires a clear understanding of teachers and students and, therefore, the organization of the teaching-learning process is fundamental; b) the platform as a digital tool will allow data collection that will serve as a basis for countless analyzes, making the teaching, evaluation and learning process a living system in constant improvement based on the identification of the results of previous practices. 

     
     
  • KARINA CRISTINA MARTINS DE SOUZA
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  • Data: Apr 24, 2020
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  • This dissertation aims to present the conception and materialization of an educational content for higher education that uses Design Thinking (DT) as a teaching-learning strategy, with the goal of fostering the exercise of creativity and problem solving. The content is entitled “Design Kit EDU”, created with the aim of providing interactions between teacher-student, student-student, teacher-content and student-content, from which teachers feel encouraged to plan different activities, using a set of artifacts in their classes, at the same time that students are motivated to develop varied skills and establish relationships with knowledge (cognitive domain), doing (psychomotor domain) and being (affective domain) . The content consists of four artifacts, namely: the “Composition Chart”, the “Empathy Dice”, the “Ideas Lane” and the “Feedback Cards”. All of these artifacts establish guidelines by the Design Thinking (DT) methodology, which means they are centered on the subjects who are part of the interactions or who may benefit from the interactions. This proposition has as a theoretical reference the discussions on design, Design Thinking (DT), Instructional Design (DT), active methodologies and creativity. For the development of the research reported in this dissertation and its product, different methodological procedures were adopted. The approach was qualitative and, among the procedures, bibliographic, documentary and experimental research were used. For the stage of content planning and design of the artifacts, the stages of the “classic” Instructional Design were used. The artifacts were made with analog interactions, which means that part of the materials were built in a tactile and fixed way, while the other part is made of glued or sewn with different papers, cutouts, textures and visuals. 14 inspirations were consulted during the research and all, in some way, deal directly or indirectly with the themes “Design Thinking”, “creativity” and “problem solving oriented to the educational context”, even though most of the inspiring materials deal with the corporative education. Finally, in this dissertation, the artifact verification process is reported, which was configured as a pilot study whose sessions followed a semi-structured script (Evaluation Matrix), in which the main product of this work, the “Design Kit EDU”, was briefly presented and submitted to the guests' analysis. The sample of specialists was formed by 20 guests, mostly teachers of Higher Education at the Universidade Federal do Pará (UFPA). However, the sessions also included professional master students from the Postgraduate Program Creativity and Innovation in Higher Education Methodologies (PPGCIMES), recent graduates, masters and graduates of the Program, in addition to professors linked to other educational institutions. From this verification process, it was possible to receive several contributions, some of which have already been incorporated into the product presented in this dissertation and others will be analyzed later for the future improvement of the educational content and its artifacts.

     
     
  • LUCIANA PEREIRA ALBUQUERQUE
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  • Data: Mar 17, 2020
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  • This research had as objectives to map and systematize, in an e-book format, teaching practices carried out in the context of personalized teaching of Education of Youth and Adults (EJA) from the Centro de Educação de Jovens e Adultos Prof. Luiz Otávio Pereira – CEEJA/Belém. These practices should contribute to student’s learning by means of dialogue, ethics, affectivity and autonomy dimensions. To reach the objectives, the methodological trajectory was composed by: (i) researches on references from theorists who study EJA and personalized teaching; (ii) a documental research; (iii) a data collection using questionnaires applied to teachers and students; (iv) registers of observations taken during the meetings/classes and informal conversations that could complement my perceptions as a researcher; and (v) a specific validation. The data collected were analyzed and the results reveal not only a teaching staff that is committed to the modality and the students but also reveal that the teaching practice in EJA, when using the dimensions mentioned in the teaching-learning process, makes it possible a bigger involvement of the students in their meetings/classes, because they see the relationship between the content studied and their lives. This active participation occurs even when they face hindrances such as the heterogeneity of the groups, the lack of material resources and the necessity of continued education aimed at the EJA modality, among others. Given the results, the proposed e-book aims to reach a diverse audience in order to socialize the successful activities that can be shared by other teachers.

     
     
  • ROSA MARIA SIQUEIRA DE CARVALHO RODRIGUES
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  • Data: Mar 12, 2020
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  • The present work brings in its context the discussion about educating professors in the perspective of building teaching knowledge, which indicates the reflection about the pedagogical practice that nowadays needs to educate citizens with critical thinking, ready to assume their role in accord with the needs of society. In this context, there are teaching practices based on different processes, entitled active methodologies, which aim to put students as the protagonists of their learning process, favoring autonomy development and collaborative learning. We therefore describe the steps taken to answer the focus-question that guided this dissertation: how can professors’ training, with an emphasis on active methodologies, contribute to reframe pedagogical practices of professors of the Amazonas State University (Universidade do Estado do Amazonas UEA), in the Manicoré municipality? To do so, we elaborated the general objective of the research, which consisted in developing a professors’ training workshop to foster reflection on the teaching practice based on the principles of active methodologies in the Amazonas State University in Manicoré. To reach this goal, the theoretical basis of this work is based on the studies of Moran (2015), Freire (2006), Almeida (2005), Berbel (2011), Lucarelli (2000), and Zabalza (2004). The empirical basis, on the other hand, has a qualitative and exploratory approach, built with methodological procedures such as bibliographical research, participant observation (PERUZZO, 2017), specialists’ panel (PINHEIRO; FARIAS, ABE LIMA, 2013), data gathering, opinion analysis, product materialization and validation by the OficinAtiva: ways to innovate in class. Through the data collected, it became evident that professors did not yet know active teaching-learning methodologies and showed great interest in using them in their classes. Participating in the OficinAtiva allowed them to comprehend in practice the principles that guide these methodologies, which is a determining factor for them to give new meanings to their pedagogical actions and build knowledge in a diverse way.

     
     
2019
Description
  • JULIARDNAS RIGAMONT DOS REIS
  • SIMULADOR EM AMBIENTE DE REALIDADE VIRTUAL PARA O ENSINO DA MEMBRANA PLASMÁTICA

  • Data: Nov 27, 2019
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  • This dissertation presents the process of creation, development, testing and results of a Virtual Reality (VR) environment simulator of a plasma membrane and was developed as a didactic resource to assist the teaching-learning relationships of the Cellular and Molecular Biology discipline in higher education. The methodology used was the experimental scientific method, following the observation, problem elaboration, hypothesis raising, experimentation, results analysis and conclusion phases. The software was developed by an interdisciplinary team and made use of agile methodology. As steps of the product construction process, a bibliographic research was carried out, as a theoretical basis, followed by the modeling of the plasma membrane and the animal cell, in the Blender 3D modeling software. Subsequently, the modeling was integrated into the VR environment through the Unity 3D game development engine, culminating in the programming of phospholipid movements, the transport of small substances across the plasma membrane and in forms of user interaction with the game. Virtual environment. For immersion in the cellular environment in VR, the HTC VIVE Óculus VR headset is made up of motion sensors, interaction controls and immersion glasses. The test of the product was conducted with professors of the Cellular and Molecular Biology discipline of the State University of Pará (UEPA), the Federal Institute of Education, Science and Technology of Pará (IFPA) and the Federal University of Pará (UFPA). With undergraduate students of the Biomedicine course at UEPA, the Biological Sciences / Undergraduate course at IFPA and UFPA and postgraduates from the UFPA Postgraduate Program in Biology Teaching (PROFBIO). Test data were obtained through questionnaires after contact and use of the VR simulator. From the content analysis it was realized that the simulator was considered an important tool and contributed to facilitate the learning of content related to the structural and functional aspects of the plasma membrane, besides making this learning fun and enjoyable.

  • JÉSSICA DE ALMEIDA VASCONCELOS BRIGIDO
  • @MIDIASNOENSINO: UMA PROPOSTA DE USO DO INSTAGRAM COMO FERRAMENTA EDUCACIONAL PARA O ENSINO SUPERIOR

  • Data: Nov 22, 2019
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  • Social Media platforms have astonishingly spread to the point they are part of the daily lives of most people, modifying the way they now communicate. However, such technologies have not yet effectively made themselves available as educational tools ready for use in different levels of teaching. Based on this framework, this dissertation describes the steps taken to answer the following focus question: in wich ways higher educationa teachers can use the social media Instagram as an educational tool? For that purpose, a series of experimentations were carried in other to achive a main goal: the proposition fo possible uses of Instagram as educational tool to assist teachers in pedagogical practives and to promote learning processes in higher educationa environments. A qualitativa and exploratory approach was chosen in order to achieve such goals. This approach, participant observations (PERUZZO, 2017), validation of results before and experts´ panel (PINHEIRO; FARIAS; ABE-LIMA, 2013), data collectiona, the analysis of feedback and the materialization of the intended product. Instagram was tested as educational tool douring two courses of the undegraduated programa in Technology of Multimedia Production at the Para Federal University. By looking for different meanings for Instagram usage, activities were carried to experiment to wich extent this social media use could follow along students´ promote collaborative learning. The Instagram profile @midiasnoensino is presented her as result of this dissertation processo, in the form of posts and alternatives for teachers accessing them, as they allow considerations on the uses and appropriations of Instagram apart from its most common uses in daily life. Such activities are also open for adaptations and the creation of new practices teachers experience in their work environments. That is, the proposed activities enable teachers to use creativity to develop actions that build knowledge in a dialogic and collaborative mannder.

  • EDILSON DOS PASSOS NERI JUNIOR
  • ATOS E LUGARES DE APRENDIZAGEM CRIATIVA EM MATEMÁTICA

  • Data: Jun 25, 2019
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  • Acts and Places of creative learning in mathematics is the cartography of experiences and interdisciplinary experiences in places of learning that pontentialize creative learning to autonomous. Acts guided by principles of Maker Culture ("learning by doing") and the STEAM methodology (acronym formed by the initials of the disciplines Science, Technology, Engineering, Art e Math). Places (real or imaginary) that are centers of meaning built by experience, experience as a possibility of something in the affection and touches, to transform who we are and the world around us. The main research goal is to investigate how interdisciplinary actions can help creative learning in math. As starting points of the research elected the Departure Places to present the initial and theoretical milestones that characterized a research. Initial milestones that take to the theme of the dissertation and the theoretical milestones that justify and indicate the results of the research. As theoretical milestones, we adopt the method of cartography such as method of research based in the proposal of cartography of the philosophers Gilles Deleuze and Felix Guattari; The concept of creative learning inspired by the ideas of the educator Paulo Freire and the psychoanalyst Donald Winnicott and the concept  of interdisciplinarity proposed by Ivani Fazenda. Thus, the research was fullfilled by a researcher-cartographer who is a subject of interdisciplinary experience and who wishes to follow processes, accomplish creative actions and conditions innovative educational resources with the objective to estimulate e promotion a creative intelligence in higher mathematics. The places chosen for the actions were the Garage, the Atelier and the Gardner House. The Garage proposal is try a "mathematical hands dirty" by prototyping learning objectives in the 3D printer. The Atelier is the space of interdisciplinarity between math, technology and art that objective stimulate sensibility by rereading art and creative productions. At Gardner House, actions are also permeated by the playful, simple pleasure of solving a problem or unraveling a riddle. Finalizing with the Place of the Conflux, place to where to the results of the research converge; a meeting point of the lived experiences and point of opening for new possibilities of research. 

  • ANGELA TAMIRES NASCIMENTO ALEXANDRE
  • AONDE VOCÊ VAI, MAÇARIQUINHO? Divulgação das Neurociências e Processos Migratórios de Aves Marinhas

  • Data: May 27, 2019
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  • Neurosciences constitute a set of knowledge that works with the cognitive and neural development of living beings and use innumerable sciences to explain the functioning of the nervous system. Because of this, it works with several technical terms, which are familiar only to researchers of the area. So, it is necessary to disseminate the scientific knowledge produced about these contents, so that the general population can appropriate of it and use it for their well-being. For the dissemination and propagation of this knowledge, it is possible to propose a media product capable of working scientific contents in a comprehensible way, without the knowledge produced by science loses its technical rigor. This way, a web series in cartoon, product of this research, can contribute for some contents of Neurosciences to be disseminated in an accessible and playful form. Thus, it is possible to draw the attention of the public, from the cartoon, and to provide scientific information in a place that promotes interactivity (web series) and development of the autonomy of the viewer in the choice of the resource that he accesses through hyperlinks made available on the screen, while watching the web series. Therefore, the product of this dissertation is the animatic of the pilot episode of the web series in cartoon “The Adventures of Rico and Sami” in addition to all the planning and the products derived from this process, as literary scripts, technical scripts, concept art of characters and scenarios of the other episodes of the second season of the web series, object of this research. This product aims to disseminate Neuroscience concepts, from the explicitation of aspects of the migratory process of seabirds, through a fictional narrative hypermedia based on parameters of scientific dissemination. It is hoped that, when working with complex contents with accessible language, Neuroscience topics can be better understood by the population.

  • AISLAN DE PAULA FERREIRA DA SILVA
  • DESBRAVAR NOVOS MUNDOS: experimentando a potencialidade da websérie animada na divulgação de conceitos da Neurociência

  • Data: May 20, 2019
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  • This dissertation presents the results of the research "Breaking new worlds: experiencing the potential of animated webseries in the dissemination of concepts of Neuroscience". The research was an experiment in audiovisual language, in animated 3D webseries format. At the end of its production it will be composed of three episodes in three-dimensional animation format and made available on an open and free platform. His conception and production was mainly based on the hypermedia concepts of Gosciola (2003), animation of Chong (2011) and Nesteriuk (2011), audiovisual language of Coutinho (2006), process of learning and creation of products aimed at education of Filatro (2008, 2015), and Pallottini's narrative construction (1989, 1998, 2005). From the conceptual orientation, the proposal was to explore to the maximum the multimedia resources as potential mechanisms for understanding concepts of Neuroscience - such as reasoning, memory and learning. Thus, in addition to bibliographical research, we used: documentary, videographic and visual research; brainstorming techniques; interviews; panel of experts and curators. This dissertation presents the reader with the process of constructing a hypermedia narrative, as well as the multimedia scripts, the concepts and model sheets of the characters, the storyboards and the animatic of the episode "Traveling is necessary - how do I know that I am going in the right direction? ", available on the Thinglink platform.

  • SUELLAINY VIEIRA DA CRUZ
  • PONTES DE ENSINO: CAMINHOS PARA O ENSINO SUPERIOR HÍBRIDO

  • Data: May 16, 2019
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  • The  thesis  describes  the  process  of  conception,  elaboration  and  validation  of  an Educational Product, called Teaching Bridges, whose purpose is to assist teachers in the integration of distance learning and face-to-face, in presential graduate courses, gathering information on the subject, presenting methodologies and resources that can be used at integration. We chose to develop the product in a hypermidiatic way, due to the possibility of user interaction with the product, as well as the use of different languages and supports. For  product  development,  a  multi-methodological  strategy  was  implemented,  with theoretical support in Bonin and Sinos (2004). The process of product research and elaboration took place in four stages: theoretical foundation, with which it was sought to identify the contextualization about the use of percentage of time load at distance in undergraduate courses; certify conceptions about innovation in higher education; to verify the teaching methodologies that can be used in the implementation of hybrid education; identify digital information and communication technologies - DICTs that can be used in the implementation of hybrid education. The research's second stage consists in the accomplishment of a single case study, fulfilled at the Federal University of Pará - FUPA, which focuses on the integration of distance and face-to-face teaching in undergraduate courses at the Federal University of Pará, through the virtual learning environment of the Integrated Academic Activities Management System – IAAMS. The case study has three sources of evidence: documental, with analysis of the legislation and the Report of Utilization of the Virtual Class of IAAMS); direct observation, that occurred in the discipline "Technology and Education" of the FUPA Pedagogy Course, with the intention of investigating a teaching and learning practice that integrates distance learning and presence through the Virtual Learning Environment of IAAMS; finally, the last source of evidence was interviews conducted with the instructor who teaches the discipline and with four students who lived the practice of learning online and face-to-face integrated. An interview was also conducted with the Director of Innovation and Teaching Quality, of  the  Pro-rectory  of  Undergraduate  Teaching,  with  the  intent  of  presenting  the institutional vision regarding innovation in teaching. The third stage of the research consisted in the construction of the  prototype of the educational product Teaching Bridges, which was based on the methodology proposed by Amante and Morgado (2001) for the elaboration of hypermedia materials. The last step of the research was the validation of the product, which took place through expert panel. The data obtained indicate that the integration of distance and face-to-face teaching was positive, and the product was evaluated positively in relation to the hypermedia design, navigability and content addressed.

  • ANA LUCIA DA SILVA BRITO
  • TEXTOS PARA APRENDIZAGEM: UMA  SEQUÊNCIA PARA O ENSINO-APRENDIZAGEM DO GÊNERO FICHAMENTO DE RESUMO NOS SEMESTRES INICIAIS DE CURSOS DE GRADUAÇÃO

  • Data: May 15, 2019
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  • The current thesis is composed of action research, qualitative-interpretative of an applied nature and is about the production and application of a Didactic Sequence, hereinafter SD, intending at the development of writting skills of undergraduate students in a qualified way on descriptive annotation, thereby enabling them to redact in a further proficient manner these texts to aid academic activities in undergraduate education. Deeming that SD is arranged
    around a discursive genre, the annotation descriptive is picked as genre to elaborate this work. To uphold this research, the theoretical assumptions of the discursive / textual genres were grounded on Bakhtin (2003) and Marcuschi (2005). With respect to the textual genre, Campos (2015), Rocha et al. (2017) and Weg (2006), and on the organization of SD, the postulates of Dolz, Noverraz & Schneuwly (2004) were sustained. Eleven initial productions and eleven final productions were assayed, the results of which evidenced the headway of the learners in producing the descriptive annotation. This shows that SD, as a methodology, allows undergratuate students to advance in written learning.

  • VICTOR DANIEL DE OLIVEIRA E SILVA
  • PRO-GESTÃO: AMBIENTE VIRTUAL DE APRENDIZAGEM PARA O DESENVOLVIMENTO DE COMPETÊNCIAS POR SERVIDORES OCUPANTES DE CARGOS DE GESTÃO NAS IFES

  • Data: May 14, 2019
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  • The purpose of this study was to develop a Virtual Learning Environment based on Learning Trails for the development of managerial skills of employees occupying a management position in the FIHE. Firstly, a process of validation of competences was carried out, which served as the basis for the construction of the Teaching Plan. In order to design the VLE, the various platforms available on the market were validated and Moodle was defined as the Virtual Environment that best fit within pre-established criteria. A proposal submission website was prepared using the Federal Government standard template used by the participating Federal Teaching Institution. The participating population involved 25 managers in the validation stage of competencies and 17 managers in the validation stage of the platform. The methodology used for the first stage was a questionnaire to validate groups of competencies established in the literature and in institutional documents. For the second step, it was established criteria of product validation considering the learning and usability of the platform by the managers. Regarding the use of VLE based on Learning Trails for the development of managerial competencies, it is perceived that it meets the needs of the manager, considering that the format guarantees autonomy, availability of diverse contents, alignment with strategic objectives, reflection on the context work and generation of new ideas. Through the evaluation of the planning and training sector of the Institution, the model serves to fill several gaps in the competence of managers and to have access to the various situations experienced by managers. Some points are considered as challenges to be overcome, such as the motivational aspects of managers' participation and the functionality of the platform for a self-instructional proposal. The conclusion, in general, highlights the importance of strengthening policies and actions that focus on the development of managerial competencies in the FIHE, since there are gaps and needs on the part of professionals. It is necessary to deepen studies on the evaluation and career development systems of the managers, the compliance of the performance of the managers to policies that aim at social control in the FIHE, and to evaluate which factors influence the quality of life and the performance of the managers in the FIHE.

  • RAFAEL SILVA COSTA
  • ABORDAGEM PARA APRENDIZAGEM DE LÍNGUA INGLESA EM CURSOS INTERVALARES POR MEIO DE WHATSAPP: PRIMEIROS PASSOS

     

  • Data: May 13, 2019
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  • This study aimed to work with activities for the development of communication skills of students of English Language Undergraduate Courses, in an interval setting. In order to achieve this, the methodological procedure of the Practical Action-Research, which is composed of four research cycles, was used to achieve the main objective of this dissertation: to develop activity guides for the use of instant messaging applications with the purpose of helping students in teacher training undergraduate courses organized in an intensive setting. In Cycle I, four steps were performed to identify the problem within the context, in this case, the interval courses. Bibliographical and documentary research as well as virtual questionnaires were used to understand the most present difficulties in the process of learning the English language of course students. Therefore, in Cycle II, an action plan was developed to assist in the development of communication skills through the use of Language Learning Strategies (LLS) developed by Oxford (1990). Within this cycle, the validation process of the activities proposed by a panel of experts occurred, with the purpose of proposing adjustments and evaluating the feasibility of the proposal in the context of the interval courses. After adjustments suggested by the specialists, Cycle III was implemented, where the activities were carried out in which new data collections and analyzes were carried out to adjust the proposal while it was in execution. With this, it was moved to Cycle IV, whose objective was to collect from the participants suggestions for improvements and adaptations of the proposal. Therefore, the first volume of the five guides for the use of LLS in instant messaging applications was developed. It was noticed that there are still difficulties and obstacles to be overcome in the implementation of the proposal, such as: access to the internet of participants living in remote locations, regularity of activities and participants' engagement.

  • MAYARA SANTOS MACIEL
  • VIDEOAPRENDIZAGEM: uma metodologia ativa experimental para o Ensino Superior

  • Data: May 13, 2019
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  • This work aims to present and analyze the process of idealization, elaboration, experimentation, selection and validation of a methodological proposal for higher education, a so - called Videoaprendizagem. It is a proposal of pedagogical practice with emphasis on innovative and creative disciplines of education, because it redesigns teaching and learning relations in the classroom, allowing structural conditions for a teaching and learning autônomo for students starting from the critical thinking about digital technologies, focusing on the processes of creating pocket videos. The theoretical construction of this work is supported by the considerations of Heidegger (1994) and Orozco-Gómez (2002, 1998) on the “Essence of the Technique” and “Rationality of Relevance”, in the precepts of Martín-Barbero (2000) and Moran (2013, 2007, 2002, 1995, 1994 ). (2018), Valente (2018), Althaus and Bagio (2017), Souza, Iglesias and Pazin-Filho (2014) and Miter et al. (2008) on active methodologies. We refer to Freire (2011) and Zatti (2007) to face the younger (2012) and Moreira and Masini (1982) in order to deal with a more important learning, besides Paulo Freire (1986). technical guidelines for making videos by Moletta (2009) and Alves et al. (1987). A qualitative research has as main script a participant examiner (YIN, 2016; MINAYO, 2009b; GIL, 2008). As support techniques use the research (BONIN, 2011) and a documentary research (SÁ-SILVA; ALMEIDA; GUINDANI, 2009). To collect data on research changes, we use the data game, a playful adaptation of the world made by us. The selection and validation of consumer products (Videoaprendizagem guide, website and Basic Pocket Videos Production Manual) was carried out from a panel of Specialists (PINHEIRO, FARIAS, LIMA, 2013, STRUCHINER, RICCIARDI, VETROMILLE, 1998). The results of the research were developed and incorporated into the generation of videos and results of its derivatives, as well as the proposal for the creation of workspaces and the learning of meaningful learning.

  • LEIDIANE JACIRA DE OLIVEIRA SANTOS
  • CADERNO DIGITAL BIO-ARTE: O ENSINO DE BOTÂNICA A PARTIR DE UMA OBRA DE ARTE

  • Data: May 10, 2019
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  • The teaching of Botany, in general, is marked by a traditional methodology, exhausted from lectures, with little practice and contextualization, becoming uninteresting and based on the memorization of nomenclature, with little approaching with the student’s experiences. In view of this, the work presented here deals with the production of a didactic material for the teaching of Botany, which aims at the integration of art and playfulness as auxiliaries in teaching this theme. In an education perspective based on 'Significant Learning' and the valuing of students' life experiences, work encourages creativity and innovation in teaching practices, seeking to expand the paths created by the brain, to favor student learning. Bio-arte is a Web Application, classified as a "Didactic-Pedagogical Notebook", which has the function of assisting in the actions of teacher teaching, and student learning, on 'Morphology and Classification of FLOWERS' in Higher Education . The starting point of the application is the screen "The Birth of Venus" (1,484) - by Sandro Botticelli. From it, the student can navigate to other slides and have access, in an interconnected way, to the subjects of Botany and Art, related to the picture and the theme of chosen teaching. As well as, the proposals of activities to be developed. The subjects are approached through texts, images, audios, videos and animations. In order to carry out this work, 'Mixed Methods' were used as a research technique, with 'Qualitative' and 'Quantitative' approaches - observation as participant and interviews. In addition to 'Exploratory Research' through 'Literature Review'. The 'Expert Panel' was used for product validation. Considering the assumptions described by the research, it was concluded that the Bio-arte product has real potential to meet the needs of the target audience, teachers and students of Higher Education, regarding the improvement of teaching-learning botany. Establishing for him, educational pillars based on interdisciplinarity, creativity and innovation. Using ludicity and art in the search for the integral development of the individual, his educational emancipation and the valuation of his previous knowledge, his identity and his interests. The application can act much more than as an object of learning, but also as a methodological process of teaching.

  • ANA CAROLINA DELGADO QUARESMA LIBONATI
  • GOLIBRAS: UMA FERRAMENTA PARA DIVULGAÇÃO DOS SINAIS DA UFPA

  • Data: May 8, 2019
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  • This work is about the development of the Online Glossary of Brazilian Sign Language (GOLIBRAS), a glossary of Libras aimed at the deaf community of the Federal University of Pará (UFPA), covering, in its prototypical phase, 29 signs referring to places of the university. The product development was based on an applied research, with a qualitative approach, divided into two phases: one focused on theoretical research, with a bibliographic review; the other one focused on the development of the product and it was divided into three subphases: cataloging of signs, elaboration of the website (its characteristics and functionalities) and evaluation. The bibliographic research was initially focused on linguistic studies of Libras and its speakers, highlighting the notion of deaf community, the signal language parameters (the phonetic aspect of these languages), the classifiers and the SignWriting model. After that, accessibility and its importance were investigated, as well as the accessibility initiatives within the scope of UFPA, highlighting the role of the Accessibility Coordination (CoAcess), responsible for the creation and validation of the signals included in the initial version of GOLIBRAS. In the second part of the research, the development of the product, a cataloging sheet was first developed for the cataloging of signs of UFPA’s places and facilitating their insertion into the product. After that, it was possible to develop the site itself, including all the mentioned signs, besides its definition, example of use and information regarding the parameters used in its execution and its writing in SignWriting. Finally, the product was validated by six individuals, all members of the deaf communities of UFPA and the Federal Rural University of Amazonia (UFRA). The product was considered validated, given the positive reception by the evaluators, but it was clear that some modifications would be necessary. Thus, it was concluded that GOLIBRAS has the capacity to achieve the proposed objective and is a tool that has the potential to assist both in the issue of accessibility in UFPA and in the teaching and learning processes that includes deaf students, deaf and listeners professors and sign language intepreters.

  • EDMAR FERNANDES BORGES FILHO
  • S.O.S PROFESSOR INCLUSIVO: REFLEXÕES E CONTRIBUIÇÕES PARA APOIAR A PRÁTICA DOCENTE VOLTADA AOS ALUNOS COM DEFICIÊNCIA VISUAL NA DISCIPLINA DE CIÊNCIAS NATURAIS

  • Data: May 8, 2019
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  • The present research was based on the legal bases of Special and Inclusive Education that guide the teaching practices in Brazil, focusing on the reality about the training of Natural Sciences teachers in an inclusive perspective. This study was based on the pedagogical barriers identified in the teaching of the Natural Sciences for people with visual impairment (PcDVs), especially regarding the approximation of learning to the characteristics of scientific doing. The objective of this work was to systematize a site that supports the continuing education of Natural Sciences teachers in the inclusion of PcDVs, adding values of the educational trends of Science Teaching. Taking as a starting point, the present study followed the qualitative research of Ludke and André (1986). A priori was carried out a bibliographical analysis within a site repository of scientific productions, soon was evaluated the quantitative research on Science Teaching from an inclusive perspective in the last 20 years, indicating a shortage of studies about the proposed theme. In order to contextualize the reason for the low index of scientific productions about the two areas of knowledge, a documentary analysis of the Pedagogical Political Projects of the Full Degree courses in Natural Sciences of the State and Federal Universities, both of the state of Pará, was carried out. the purpose of investigating and evaluating the curricular proposals in teacher training in response to the demands of Inclusive Education in the country. In addition to this study, an exploratory research was conducted based on in-depth interviews with educators working in the mentioned Universities, as well as graduates of the degrees in the same ones; in order to understand their perception of their formation and their performance in an educational inclusion perspective. It was verified that Inclusive Education is a little present reality along the formation of Natural Sciences teachers, allowing the emergence of many pedagogical barriers that limit inclusion within a classroom. In view of this perception, it was observed the need for an attention to the process of continuous training of Natural Science educators, considering the didactic-pedagogical orientation for the improvement of Science Teaching. To this end, the development of a website accessible on the smartphone platform has become relevant in order to make Inclusive Education theory applicable to Science Teaching, thus allowing the teacher to innovate methods and resources in order to develop appropriate solutions to achieve a process of egalitarian and inclusive teaching and learning. The first version of the site was validated by an expert panel composed of Natural Sciences teachers, the results were positive, pointing out that the users had good experiences using the tools available on the site, being highlighted a pleasant interface, simplified usability and the fact facilitating the development of an inclusive teaching and learning process for PvDVs. In addition, they also suggested possible improvements to make the product more viable in the educational context. This feedback provided punctual changes in the site and consequently allowed to add adaptations and knowledge to the user in order to provide a more satisfactory experience.

  • SHIRLEY DOS SANTOS SILVA
  • OFICINA PEDAGÓGICA PARA DOCENTES EM FORMAÇÃO: CONCEPÇÃO DE JOGOS EDUCATIVOS PARA ALUNOS COM
    DISLEXIA

  • Data: May 8, 2019
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  • This is a qualitative research of an applied nature, starting from the question-focus: How can the systematization of a pedagogical workshop contribute to the initial formation of teachers, motivating  them  to  elaborate  educational  games  to  facilitate  the learning  of  dyslexic students? Thus, this research proposed as general objective to systematize a pedagogical workshop as teaching-learning methodology that approaches theory, practice and creativity, in the initial formation of teachers. For the collection of the procedures of bibliographic research, documentary, questionnaire for primary school teachers and validation form were carried out. In this way, the educational product titled "Pedagogical Workshop for Teachers in Training: Designing Educational Games for Students with Dyslexia" was structured, tested and validated, which in general had as objectives, to develop pedagogical workshop methodology, in order to enable an educational action that articulates theory and practice, providing product testing and validation, as well as promoting meaningful learning and the making of educational games for use with dyslexic students. The field of application of the product was the Federal University of Amapá and the Federal University of Pará. It had as target audience, undergraduate students in history, UNIFAP and the UFPA Pedagogy course. The product was submitted to the validation process aiming at its improvement, and for that purpose the panel technique was used. It was important to take to the academic public the proposal of a workshop, as they demonstrated an interest in games and dyslexia, as well as understood the meaning of the workshop for teacher training and revealed that they will replicate the practice as a methodological teaching-learning strategy.

  • JOSE AUGUSTO DE SENA QUARESMA
  • UM FRAMEWORK GAMIFICADO PARA A DISCIPLINA ALGORITMOS OU EQUIVALENTE

  • Data: May 7, 2019
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  • A framework gamified is our product proposal for the teaching and learning process of the Algorithms or equivalent discipline. The curricular component in question is fundamental for the courses in the area of information technology, since it bases the student and professional future on the knowledge of software development. However, we observed a high level of student disapproval and avoidance in this discipline, through consultations in the literature and at the Faculty of Computer Science of the Federal University of Pará (UFPA). From this context, the study proposes the following question-focus: How to use a strategy to get the process of teaching and learning of studied content Algorithms or systems of information undergraduation? Anchored in the question-focus has as general objective the conception of a framework gamified for the discipline Algorithms or equivalent. As a way to reach the objectives outlined, a mixed research methodology was defined, covering systematic review of the literature; survey; participant observation; peer review; and validation by means of the comparison of the acquired grades in the gamified processes and the traditionally adopted in the discipline. The data from the research allowed to contemplate the literature on the subject, the perception of the Brazilian panorama about the discipline, the teacher and student view and the observation of the teacher, student, monitor and content interaction in the UFPA reality. Through the results achieved, the product of this master's thesis with the homogeneous data structure contents was designed, designed and tested, pointing to the reality of application as the most difficult to learn by the students and teaching by the teachers. Therefore, through the experiment, corroborated by the Systematic Review of Literature, when comparing the gamified approach, to what has been used in the Algorithms of the courses of the Faculty of Computation of UFPA, we identified: (i) greater participation of students in the classroom; (ii) greater collaboration among students during the resolution of the challenges; (iii) greater engagement in resolving the lists of exercises; (iv) improvement in students' performance regarding the assessment grade; (v) use of dynamic and playful classroom practices; (vi) timely feedback on students' progress in the discipline; (vii) acceptance of the approach by students; (viii) the need to discuss the limits of gamification in the face of the occurrence of students with disabilities or of introverted temperament. With these results, we evaluated how timely and important it is to spread the teaching and learning process of the Algorithms or equivalent discipline, to help minimize the failure and avoidance rates in the discipline.

  • MARCELO WILSON FERREIRA PACHECO
  • EDUCAÇÃO SEM FRONTEIRAS: ESPAÇO VIRTUAL DE DISCUSSÃO SOBRE A ATUAÇÃO DO PEDAGOGO NA EDUCAÇÃO NÃO-FORMAL

  • Data: Apr 30, 2019
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  • According to the curriculum guidelines of the Ministry of Education, which deal with the offer and operation of undergraduate degree in Pedagogy, at the national level, the training of students of this degree should be directed to their performance in both Formal and Non-Formal education, in the same proportion. However, not always the curricular design of the undergraduate courses takes this in consideration and ends up prioritizing school education as the main field of action of this professional. This is a concern that I have had since graduation and that, with the opportunity of the Master’s in Teaching of PPGCIMES, I was able to intervene by developing an educational product. Specifically, in relation to the Pedagogy undergraduate degree at UFPA, Belém campus, an analysis of its Undergraduate Degree Pedagogical Project, compared to the MEC guidelines, revealed that only one discipline within its entire curriculum design is tasked with working on the issue of the Educator in non-school environments. From this context, we define as a focus question for the research: How to use a virtual space of discussion, within the scope of the UFPA Undergraduate Degree in Pedagogy, to strengthen the debate about the possibility of the Educator acting in Non-formal Education environments? To answer the question, we outlined as the general objective of the work: To develop in the Undergraduate Degree in Pedagogy of the Federal University of Pará, Belém Campus, a virtual space that promotes the reflection of the Educator's performance in Non-formal Education environments; This educational product, a Virtual Discussion Space, was planned, created and developed, considering the reality of the Undergraduate Degree in Pedagogy and the training that it has offered its students, especially in what concerns the preparation for future professional practice, as Educator in social organizations. Thus, set in the Moodle Platform, it brought together elements of Distance Education with the face-to-face actions of the Discipline, in order to promote reflection on the fields of action of the Educator in Non-formal Education. In this sense, a methodological journey of mixed approach was undertaken, involving: bibliographical and documentary research; participant observation; data collection with professors (who act or have already acted in the Discipline) and enrolled students; a session of co-creation; and the elaboration of an authorial method, which was used to validate the product under the prism of four axes: a) Usability and Navigability; b) Content, Materials and Activities; c) User experience; and d) Viability and possibility of implementation. The Method of Evaluation and Validation Procedural and Participatory (MAVALIPP – Portuguese acronym) consists of the definition of validation sessions involving all participants of the educational product that, together, evaluated the fundamental criteria of the product. Finally, a panel of specialist professors was responsible for identifying whether the product met its objectives and had potential to be implemented to the reality of the UFPA’s Undergraduate Degree in Pedagogy in Belém. Each stage of product development brought significant results to the training of students attended, to professors, to the Discipline, to the Course and to the University, in a general way. Among the main effects deriving from its use, we have: i) the resignification of the work of the professor of the discipline and his/her involvement with the modality of Distance Education; ii) the first experience in Distance Education, by the majority of students attended; iii) the survey of fundamental requirements and criteria that, validated, may serve as a parameter for the development of new products; iv) the elaboration of an authorial method of evaluation and validation of digital educational platforms; and v) the availability of the final product to be used according to the convenience of the Undergraduate Degree in Pedagogy and also as a model, which can be replicated in other University Undergraduate Degrees.

  • GLENDA QUARESMA ALVES
  • GLICOLISEUM: SIMULADOR EM AMBIENTE DE REALIDADE VIRTUAL PARA O ENSINO DA PRIMEIRA FASE DA RESPIRAÇÃO CELULAR

  • Data: Apr 26, 2019
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  • This dissertation presents the process of conception, development, testing and validation of a Virtual Reality (RV) simulator for the glycolysis process, the first phase of cellular respiration. The tool has cellular environmental control and was developed as a didactic instrument whose objective is to assist teaching-learning relations in the subjects Cellular and Molecular Biology and Biochemistry, in higher education. The methodological approaches used were quantitative and qualitative, obeying the three stages of the scientific process suggested by Minayo (2009), namely: exploratory phase, field work and analysis of empirical and documentary material. The software development followed the agile methods model, being the tool developed by a team of interdisciplinary professionals. In order to provide theoretical support to the glycolytic concepts, followed by the modeling of the glycolytic substrates and cellular environment, in the 3D modeling software Blender. Besides that, the integration of these molecules into the VR environment was performed through the Unity 3D game development engine, culminating in the programming of the glycolytic pathway and in ways of user interaction with the cellular environment and glycolytic substrates. For immersion in the cellular environment in RV, it uses the headset of RV, HTC VIVE Óculus, consisting of movement sensors, interaction controls and immersion glasses. The product testing was carried out in a group of the Biotechnology Bachelor of the Federal University of Pará (UFPA) and in a group of the Degree in Natural Sciences of the National Program of Training of Teachers of Basic Education (PARFOR). The testing data were obtained through previous and post experimentation by questionnaires and interviews with the research participants. From the analysis of contents (BARDIN, 1970) it was noticed in the comparison of the questionnaires that, in general, the students involved in the test developed or expanded their learning about the concepts approached.

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