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    <title>DSpace Communidade:</title>
    <link>http://repositorio.ufc.br/handle/riufc/66814</link>
    <description />
    <pubDate>Wed, 10 Jun 2026 00:43:37 GMT</pubDate>
    <dc:date>2026-06-10T00:43:37Z</dc:date>
    <item>
      <title>A jornada mágica de Sofia no reino dos gêneros textuais: um recurso educacional digital para a alfabetização e o letramento nos anos iniciais do ensino fundamental</title>
      <link>http://repositorio.ufc.br/handle/riufc/86554</link>
      <description>Título: A jornada mágica de Sofia no reino dos gêneros textuais: um recurso educacional digital para a alfabetização e o letramento nos anos iniciais do ensino fundamental
Autor(es): Lima, Luziana da Silva
Abstract: This study addresses the development and application of the Digital Educational Resource&#xD;
(DER) "Sofia's Magical Journey in the Kingdom of Textual Genres," conceived from a&#xD;
Gamified Interactive Narrative (GIN) focused on literacy and reading comprehension for&#xD;
students in the early years of elementary school. It starts from the understanding that the&#xD;
appropriation of reading and writing practices is fundamental to the formative path in Basic&#xD;
Education, considering, in this context, the potential of technologies when intentionally&#xD;
integrated into pedagogical practices. The research objective was to develop and implement a&#xD;
web-based DER capable of increasing student engagement and promoting the appropriation of&#xD;
different textual genres. This is a mixed-methods (qualitative and quantitative) investigation,&#xD;
conducted in a municipal public school in Fortaleza, involving teachers and students. Data&#xD;
collection instruments included semi-structured interviews, questionnaires, and monitoring the&#xD;
application of the DER. Data analysis was conducted based on the assumptions of Bardin's&#xD;
Content Analysis. The results show that the use of OER (Open Educational Resources)&#xD;
contributed to greater student engagement in the proposed activities, reflecting in advances in&#xD;
reading, writing, and text comprehension practices. It is observed that students began to&#xD;
consider and use different text genres with more confidence, in addition to demonstrating&#xD;
greater autonomy during the activities. The OER proposal, reinforced by playful elements and&#xD;
the logic of gamification, proved relevant in sparking interest and strategically demonstrated its&#xD;
effectiveness in motivating students, re-signifying pedagogical practices and expanding the&#xD;
possibilities for teacher mediation. From the teacher's point of view, the resource was perceived&#xD;
as a concrete possibility for diversifying pedagogical practices and strengthening learning.&#xD;
Therefore, it is concluded that OER presents itself as a consistent alternative to support literacy&#xD;
processes, by articulating technology, playfulness, and work with text genres in a didactic&#xD;
proposal consistent with the contemporary demands of education. The results reinforce the&#xD;
importance of the planned use of digital educational resources in the school context,&#xD;
contributing to the development of more independent, critical, creative, and participatory&#xD;
students.
Tipo: Dissertação</description>
      <pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/86554</guid>
      <dc:date>2025-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Auxiliando estudantes com transtorno do espectro autista no aprendizado da tabuada por meio de jogo cognitivo com interface cérebro-computador</title>
      <link>http://repositorio.ufc.br/handle/riufc/86519</link>
      <description>Título: Auxiliando estudantes com transtorno do espectro autista no aprendizado da tabuada por meio de jogo cognitivo com interface cérebro-computador
Autor(es): Guimarães, Alex Rodrigues de
Abstract: Autism Spectrum Disorder (ASD) is a neurodevelopmental condition that may affect cognitive&#xD;
functions such as attention, memory, and cognitive flexibility, directly impacting mathematics&#xD;
learning. This study aimed to investigate the potential of a Brain-Computer Interface (BCI),&#xD;
associated with the Concrete–Pictorial–Abstract (CPA) Method, as an assistive tool for teaching&#xD;
multiplication tables to students with ASD. This experimental study adopted a mixed-methods&#xD;
approach (qualitative and quantitative) and was conducted with seven students diagnosed with&#xD;
ASD, aged between 10 and 14 years, enrolled in the municipal school system of Fortaleza, CE,&#xD;
Brazil. The intervention was carried out over 16 sessions, during which a didactic sequence&#xD;
structured according to the CPA Method was implemented, combined with the digital game&#xD;
Memomath mediated by BCI. Pre- and post-intervention pedagogical assessments were&#xD;
administered, along with systematic observational records. The results indicated improvement&#xD;
in multiplication table performance, greater consolidation of symbolic reasoning, and&#xD;
significant progression in the game phases, demonstrating increased sustained attention and&#xD;
cognitive engagement throughout the sessions. A reduction in errors in more complex&#xD;
multiplication tables was also observed after strategic reinforcement of the pictorial stage. It is&#xD;
concluded that the integration of the CPA Method and the use of BCI proved to be a promising&#xD;
innovative pedagogical strategy, contributing to the strengthening of cognitive functions and to&#xD;
mathematics learning among students with ASD.
Tipo: Dissertação</description>
      <pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/86519</guid>
      <dc:date>2026-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>AnalyticsEDU: o desenvolvimento de uma ferramenta para análise de dados de avaliações</title>
      <link>http://repositorio.ufc.br/handle/riufc/86427</link>
      <description>Título: AnalyticsEDU: o desenvolvimento de uma ferramenta para análise de dados de avaliações
Autor(es): Silva, Francisco Adones Pereira da
Abstract: Educational assessment plays a fundamental role in supporting decision-making processes&#xD;
within educational systems and school management. However, data generated from internal&#xD;
and large-scale assessments are often presented in formats that are difficult to interpret and&#xD;
use effectively by school administrators and teachers. In this context, this study aims to&#xD;
develop Business Intelligence (BI) dashboards to support school management teams in&#xD;
consolidating, visualizing, and interpreting educational data from large-scale assessments&#xD;
conducted in the municipal education network of Sobral, Ceará, Brazil. Methodologically, this&#xD;
research is characterized as an exploratory study with a quantitative approach. The research&#xD;
procedures included a Systematic Literature Review (SLR), the development of interactive&#xD;
dashboards using the Google Looker Studio platform, and a usability evaluation through the&#xD;
System Usability Scale (SUS) questionnaire. As an educational product, the AnalyticsEDU&#xD;
dashboard system was developed, enabling the analysis of school performance indicators at&#xD;
multiple levels, including the education network, schools, classes, and assessed skills. The&#xD;
results indicate that the proposed system transforms raw educational data into clear and&#xD;
interactive visualizations, facilitating pattern identification and supporting pedagogical&#xD;
decision-making. The usability evaluation achieved a SUS score of 80.1, classified as&#xD;
“Excellent,” indicating a high level of user acceptance. The findings suggest that BI-based&#xD;
dashboards can significantly enhance the pedagogical use of educational data and strengthen&#xD;
evidence-based management practices in schools.
Tipo: Dissertação</description>
      <pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/86427</guid>
      <dc:date>2026-01-01T00:00:00Z</dc:date>
    </item>
    <item>
      <title>DIGI-ALFA – Biblioteca digital de práticas pedagógicas alfabetizadoras inovadoras com jogos digitais: um estudo sobre a percepção dos professores da rede municipal de ensino de Fortaleza</title>
      <link>http://repositorio.ufc.br/handle/riufc/86349</link>
      <description>Título: DIGI-ALFA – Biblioteca digital de práticas pedagógicas alfabetizadoras inovadoras com jogos digitais: um estudo sobre a percepção dos professores da rede municipal de ensino de Fortaleza
Autor(es): Damasceno, Elaine Pessoa de Aguiar
Abstract: This study investigates the adoption of digital educational games in the teaching&#xD;
practices of literacy teachers within the context of Digital Information and&#xD;
&#xD;
Communication Technologies (DICT), aiming to develop a digital library of literacy-&#xD;
oriented pedagogical practices in the form of an interactive website. The research is&#xD;
&#xD;
grounded in theoretical frameworks that address digital educational games, discussing&#xD;
their conceptualization, classification, potentialities, risks of pedagogical appropriation,&#xD;
and the role of digital libraries in supporting teaching practice. Methodologically, this is&#xD;
an applied study with a qualitative, descriptive-exploratory approach, developed&#xD;
through an analysis of the teaching practices of 26 teachers working in the early years&#xD;
of elementary education in the municipal school system of Fortaleza, across three&#xD;
schools located in the Grande Pirambu neighborhood. Data collection was carried out&#xD;
through a questionnaire administered in December 2025. The results reveal a teaching&#xD;
profile predominantly female (73.1%), with an average age of 42 years and academic&#xD;
training in Pedagogy. Regarding the use of digital games, half of the teachers reported&#xD;
not using them in their pedagogical practice, citing structural limitations such as poor&#xD;
internet access, lack of equipment, and insufficient continuing professional&#xD;
development. The other half reported using digital games occasionally, highlighting the&#xD;
use of Wordwall. It was observed that digital games specifically designed for literacy,&#xD;
such as “Luz do Saber” and “Letrando”, although frequently mentioned in the literature,&#xD;
were not cited by the teachers, indicating a lack of awareness of these tools. As an&#xD;
educational product, a digital library of educational games focused on literacy was&#xD;
developed as a strategy to support teaching practice. It is concluded that the use of&#xD;
&#xD;
digital games in the literacy process remains limited due to structural and training-&#xD;
related factors, and that the proposed educational product may contribute to expanding&#xD;
&#xD;
the pedagogical repertoire of literacy teachers.
Tipo: Dissertação</description>
      <pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/86349</guid>
      <dc:date>2026-01-01T00:00:00Z</dc:date>
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