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    <title>DSpace Communidade:</title>
    <link>http://repositorio.ufc.br/handle/riufc/29131</link>
    <description />
    <pubDate>Thu, 23 Apr 2026 03:46:15 GMT</pubDate>
    <dc:date>2026-04-23T03:46:15Z</dc:date>
    <item>
      <title>Duolingo como ferramenta tecnológica para o desenvolvimento da produção oral na língua inglesa</title>
      <link>http://repositorio.ufc.br/handle/riufc/77490</link>
      <description>Título: Duolingo como ferramenta tecnológica para o desenvolvimento da produção oral na língua inglesa
Autor(es): Sousa, Glouberlia Maria Bezerra de
Abstract: The main goal of this study was to investigate the efficiency of the Duolingo application as a technological tool in the development of the oral production after a reading sentence task in English as a foreign language in the classroom. The study fulfills two objectives more specifically: to analyze the development of oral production task after the classes when the app was used and to analyze to what extent the application motivated students to develop the oral production of sentences in English after completing tasks. Participants involved in the data collection consisted of an experimental group, referred to as Group 1, with twenty 8th graders and a control group, referred to as Group 2, with thirty-two the 8th graders. All participants are in the 13 to 15 years old age range. Data collection was divided into five parts: (1) diagnostic questionnaire; (2) pre-test; (3) sequence of classes with and without the application; (4) post-test and (5) measure level of motivation. The results of this study point out that the use of Duolingo helped to improve the oral production of the proposed sentences in English. Besides, the results suggest an increase of students’ motivation in classroom.
Tipo: TCC</description>
      <pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/77490</guid>
      <dc:date>2019-01-01T00:00:00Z</dc:date>
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    <item>
      <title>Problemas de lógica e o aspecto pontual do Pretérito Perfeito Simples (PPS) no ensino de espanhol para brasileiros: uma produção didático-pedagógica</title>
      <link>http://repositorio.ufc.br/handle/riufc/69121</link>
      <description>Título: Problemas de lógica e o aspecto pontual do Pretérito Perfeito Simples (PPS) no ensino de espanhol para brasileiros: uma produção didático-pedagógica
Autor(es): Duarte, Clebiane Barros
Abstract: Nowadays, many language teaching materials, such as the Spanish language, obey content standards governed by the Common European Framework of Reference for Languages (CEFR), which sometimes do not contemplate the real needs of learners of Foreign Languages (FL) from Brazil. One of the preliminary and recurrent difficulties in learning Spanish for Brazilians is the functioning of verb tenses, especially the use and values of past tense in the indicative mode (MATTOS, 2002; PONTES; DUARTE, 2018). In this sense, the understanding of the characteristic punctuality of the verbal aspect in the Past Perfect Simple (PPS) can be part of these initial impediments in Spanish language. This work has as a general objective the proposition of the adapted use of the game mode "logic problems" as an auxiliary tool in the explanation of the punctual aspect as a parameter of transitivity of the PPS in Spanish. From the methodological point of view, it is a qualitative research that has as theme the elaboration of didactic material. More specifically, it is an optional didacticpedagogical production, composed of a tutorial with games, aimed at teachers of Spanish as a Foreign Language (SFL). The methodology used considered carefully the recommendations on the use of playfulness in a school context addressed by scholars such as Almeida (2003), Antunes (2001a, 2001b, 2003, 2014), Macedo et al. (2000), Batllori (2018) and Meirieu (1997). In addition, the planning of such production was based on the Instructional Design model ADDIE (Analysis, Design, Development, Implementation and Evaluation), of which the first three phases correponding to the conception of the didactic materials were used: analysis, design and development. At the end of these phases, we obtained a pdf material graphically simple, without ostensible visual adornment, but with significant potential for functional verification in real contexts of application of elective materials in the teachinglearning of SFL. In conclusion, some improvements and modifications are suggested to be outlined in later works.
Tipo: TCC</description>
      <pubDate>Fri, 01 Jan 2021 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/69121</guid>
      <dc:date>2021-01-01T00:00:00Z</dc:date>
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    <item>
      <title>O imperfetto no material didático Nuovo Progetto Italiano 1</title>
      <link>http://repositorio.ufc.br/handle/riufc/69119</link>
      <description>Título: O imperfetto no material didático Nuovo Progetto Italiano 1
Autor(es): Carneiro, Leandro Vidal
Abstract: In the context of the researchs developed by the Laboratório de Pesquisa sobre&#xD;
Ensino/Aprendizagem de Língua Italiana LE (LAPELI - UFC/CNPq), this paper presents the&#xD;
results of a research in which we analyze the treatment of the tense-aspectual nuances of&#xD;
imperfetto in the teaching material Nuovo Progetto Italian 1. Specifically, we emphasize the&#xD;
imperfetto from the perspective of the realis mode (FARKAS, 1998; TÓTH, 1999; SERIANNI,&#xD;
1988) and the didactic strategies used by the authors during the phases of motivation, globality,&#xD;
analysis, synthesis, fixation, reflection and control of didactic unit (FREDDI, 1999). The results&#xD;
point out that the material emphasizes the iterative and descriptive functions of the imperfectiv&#xD;
past of italian, presenting motivating and prototypical texts of the occurrence of these functions,&#xD;
so that the learner can achieve the following communicative competences: telling the plot of a&#xD;
movie, talking about memories, describe past habits, and describe past situations. The unit&#xD;
completes learning verification exercises that include the ability to complete texts with verbal&#xD;
forms or other given elements, complete sentences with verbal forms, link phrases, choose the&#xD;
appropriate expression and identify functions. The collected data attest that the authors do not&#xD;
present in the didactic material the narrative function of the imperfect, ignoring it completely.
Tipo: TCC</description>
      <pubDate>Tue, 01 Jan 2019 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/69119</guid>
      <dc:date>2019-01-01T00:00:00Z</dc:date>
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    <item>
      <title>Construção de sentidos sobre tecnologias em desenhos animados</title>
      <link>http://repositorio.ufc.br/handle/riufc/69118</link>
      <description>Título: Construção de sentidos sobre tecnologias em desenhos animados
Autor(es): Santos, Jefferson do Carmo Andrade
Abstract: Cartoons are characterized as some of the first cultural artifacts with which we have contact in childhood. Social practices are portrayed and, often, technological devices are represented through cartoons. Among those represented devices, electronic and digital technologies are usually recurrent elements in several animations. Based on those factors, this research aims at analyzing representations of electronic and digital devices in cartoons in order to understand the impacts of those representations on our meaningmaking process regarding technologies. In order to achieve that objective, it was necessary to identify electronic and digital devices represented in cartoons and examine representations of social practices mediated by those devices in cartoons. This investigation was based on the following research questions: how are electronic and digital technologies represented in cartoons? What are the impacts of the representations on the meaning we make concerning the concept of technology? In the light of that, two premises were pointed out: the first premise asserts that the social practices represented usually differ from those widely spread in the time frame of the cartoons' release, or, in some cases, they portray practices mediated through technologies that had not reached general audience yet; the second premise declares that the devices are illustrated, in general, as means for performing mystical and supernatural activities, or for mediating conflicts and combats. In order to ground this research, theoretical references based on meaning-making (MENEZES DE SOUZA, 2011; COPE; KALANTZIS, 2020), technologies (SANTAELLA, 1997; LÉVY, 2010; LEMOS, 2021) were used, as well as references concerning the principles and historical overview of cartoons (LUCENA JÚNIOR, 2005; FOSSATTI, 2009). In regards to methodology, this study is classified as exploratory and documentary research (LAVILLE; DIONNE, 1999; FLICK, 2009), which is grounded on a qualitative perspective (BAUER; GASKELL, 2002) and inserted on the studies of Critical and Indisciplinary Applied Linguistics (MOITA LOPES, 2006). Scooby-Doo, Justice League, X-Men and Zeta Project were the cartoons selected for data generation. The following categories of analysis emerged from the data: computer, robot, means of transportation, visual effects, and industrial cities and spaces. In a nutshell, the results showed that the representations of electronic and digital devices analyzed in the cartoons propose strong visual and sound appeal, and they emphasize social practices focused on the integration of realities that expand and modify the physical and virtual presence of the characters.
Tipo: TCC</description>
      <pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/69118</guid>
      <dc:date>2022-01-01T00:00:00Z</dc:date>
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