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    <title>DSpace Coleção:</title>
    <link>https://repositorio.ifg.edu.br/handle/prefix/151</link>
    <description />
    <pubDate>Sun, 06 Sep 2026 18:43:00 GMT</pubDate>
    <dc:date>2026-09-06T18:43:00Z</dc:date>
    <item>
      <title>Educação digital e a importância da interdisciplinaridade no desenvolvimento de games</title>
      <link>https://repositorio.ifg.edu.br/handle/prefix/978</link>
      <description>Título: Educação digital e a importância da interdisciplinaridade no desenvolvimento de games
Autor(es): Iucatan, Michele Barros Souza
Primeiro Orientador: Teixeira, Renato Araújo
Abstract: This article aims identify how nuances between digital games and the&#xD;
ideia of interdisciplinarity. This study is necessary because digital&#xD;
trends for the education of the future call for active pedagogical&#xD;
methodologies, in which the student becomes more active in teaching-&#xD;
learning as a result of being passive and just listener. This theme&#xD;
addresses digital games from the point of view of their development,&#xD;
which can be done by game design, for example, anchored on the&#xD;
premise of the importance of interdisciplinarity (macro scenario,&#xD;
without which the content is concerned), of the internal structure (micro&#xD;
scenario, which involves issues related to the choice of platform where&#xD;
the game will be implemented) and game design (game-based learning,&#xD;
which gives guidelines for characteristics such as gameplay,&#xD;
accessibility, interactivity etc.). Thus, the general objective of this work&#xD;
is to analyze some games, to verify the interdisciplinarity in practice, to&#xD;
verify positive and negative experiences of games created in specific&#xD;
specifications for this, as well as to verify which games train an&#xD;
interdisciplinary content to be developed and released in the&#xD;
educational market. The novelty that this study brings is that the&#xD;
elements of digital games can be transformed into pedagogical&#xD;
mechanics to generate active pedagogical experiences and&#xD;
methodologies, such as gamification, for example, which is not&#xD;
configured as a game in itself. And with regard to the research&#xD;
methodology, a survey of the literature on the subject will be carried&#xD;
out. At first, we will raise the bibliographical references, at another&#xD;
moment, we will analyze some digital games, to verify their didactic-&#xD;
interdisciplinary relationships. Preliminary analyzes show that&#xD;
interdisciplinarity entered digital games because developers built&#xD;
materials, games on top of existing knowledge, making use of&#xD;
reinterpretations and knowledge of their knowledge. It is concluded that&#xD;
a priori digital games are like texts, productions that carry a discourse,&#xD;
an ideology, belonging to social subjects, who use creativity and&#xD;
interdisciplinarity to tie their ideas and build a final product.
Editor: Insitituto Federal de Educação, Ciência e Tecnologia de Goiás
Tipo: Trabalho de Conclusão de Curso</description>
      <pubDate>Thu, 02 Dec 2021 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ifg.edu.br/handle/prefix/978</guid>
      <dc:date>2021-12-02T00:00:00Z</dc:date>
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    <item>
      <title>Acompanhamento de egressos do Instituto Federal de Educação, Ciência e Tecnologia de Goiás – Câmpus Inhumas utilizando Facebook como ferramenta complementar</title>
      <link>https://repositorio.ifg.edu.br/handle/prefix/623</link>
      <description>Título: Acompanhamento de egressos do Instituto Federal de Educação, Ciência e Tecnologia de Goiás – Câmpus Inhumas utilizando Facebook como ferramenta complementar
Autor(es): Santos, Taís Mendes dos; Gomes, Guilherme da Silva
Primeiro Orientador: Gomes, Alan Keller
Abstract: In this work, we present how the Social Network Facebook can be used as a complementary tool to accompany graduates of IFG - Câmpus Inhumas. The main objective of this study is to collaborate with the follow-up of graduates of IFG - Câmpus Inhumas, as well as the dissemination of events held by the educational institution. Once the group was created on the Facebook Social Network, the group was publicized and members added. The research with the graduates was conducted using a questionnaire that had questions related to academic, professional life and opinion about the institution and course held at IFG Câmpus Inhumas. Several data were collected from the graduates of IFG- Câmpus Inhumas, such as the duration of the course, the age of departure, a profession that is working, remuneration and if you have another academic background, as well as the opinion about the course held at the institution. With the obtained data it was possible to analyze the situation of the graduates in the labor market, if they followed in the area of formation, if they have specializations, if the image of the institution influenced the insertion of the market, besides the opinion that the graduates have about the IFG- Câmpus Inhumas. This information is very important because it shows the institution the improvements that could be made and the vision of the professional who is forming. Research shows that the image of IFG- Câmpus Inhumas contributed to most graduates in the labor market, the vast majority of graduates did not have an undergraduate or postgraduate, but the vast majority is interested in pursuing a postgraduate degree. Of the graduates surveyed less than half were working in the area of formation and most were working in private companies. In general, the graduates would recommend the institution IFG- Câmpus Inhumas to other students and what left the graduates most satisfied was the physical structure of the institution.
Editor: Insitituto Federal de Educação, Ciência e Tecnologia de Goiás
Tipo: Trabalho de Conclusão de Curso</description>
      <pubDate>Wed, 19 Feb 2020 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ifg.edu.br/handle/prefix/623</guid>
      <dc:date>2020-02-19T00:00:00Z</dc:date>
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    <item>
      <title>Detecção de bovinos em um ambiente de pastagem através da visão computacional</title>
      <link>https://repositorio.ifg.edu.br/handle/prefix/361</link>
      <description>Título: Detecção de bovinos em um ambiente de pastagem através da visão computacional
Autor(es): Almeida, Willian Júnio de Campos; Freitas, Paulo Douglas; Siqueira, Aleff Augusto
Primeiro Orientador: José, Alexandre Bellezi
Editor: Insitituto Federal de Educação, Ciência e Tecnologia de Goiás
Tipo: Trabalho de Conclusão de Curso</description>
      <pubDate>Wed, 02 Oct 2019 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ifg.edu.br/handle/prefix/361</guid>
      <dc:date>2019-10-02T00:00:00Z</dc:date>
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    <item>
      <title>Desenvolvimento de objeto virtual de aprendizagem para o ensino de espaço e forma</title>
      <link>https://repositorio.ifg.edu.br/handle/prefix/266</link>
      <description>Título: Desenvolvimento de objeto virtual de aprendizagem para o ensino de espaço e forma
Autor(es): Silva, Wallace Gabriel; Ribeiro, Roberto Junior Sousa
Primeiro Orientador: Costa, Renata Luiza da
Abstract: Faced with concerns about collaborating with mathematics learning, a virtual learning object&#xD;
was created to assist in learning the content of Spaces and Shapes in Elementary School. One&#xD;
of the objectives was to help overcome some learning difficulties, as many mathematical&#xD;
contents are exposed only theoretically. From the bibliographic research, the FazGame tool was&#xD;
selected for the creation of the game (FAZGAME, 2018), an online platform for creating,&#xD;
sharing and publishing educational games. Interviews were conducted with the teacher of the&#xD;
selected class to understand the content, select examples and develop the game. After the game&#xD;
created, it was applied to 6th grade classes along with a questionnaire, in which positive answers&#xD;
were obtained regarding the association of theory linked to practice, and this practice linked to&#xD;
the virtual learning object in question, the game. Regarding the FazGame tool, it can be said&#xD;
that it is very interesting for student development and, as disclosed by its developers, is easy to&#xD;
use and can even be manipulated by people outside the computer field.
Editor: Insitituto Federal de Educação, Ciência e Tecnologia de Goiás
Tipo: Trabalho de Conclusão de Curso</description>
      <pubDate>Mon, 01 Jul 2019 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ifg.edu.br/handle/prefix/266</guid>
      <dc:date>2019-07-01T00:00:00Z</dc:date>
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