Paula Campigotto, Amanda Souza Machado, Tayene Carla de Andrade Gonçalo, Evandro Pires da Silva
{"title":"Ciência de dados no desenvolvimento da diversidade e da inclusão em ambientes corporativos","authors":"Paula Campigotto, Amanda Souza Machado, Tayene Carla de Andrade Gonçalo, Evandro Pires da Silva","doi":"10.14210/cotb.v13.p321-323","DOIUrl":"https://doi.org/10.14210/cotb.v13.p321-323","url":null,"abstract":"Diversity and Inclusion are topics that are increasingly beingaddressed, observed and valued, in view of the various inclusion and diversity programs both in corporate and educational envi-ronments and in the promotion of the idea by the entertainment and marketing industry. However, the reality is different, becausealthough we are evolving in terms of diversity and inclusion as a society, the numbers and indices show that the battle for an egali-tarian and fair environment from the point of view of diversity and inclusion is still in its beginning. Therefore, this document aims to present a product created using data science and software engineer-ing for corporate environments, with the objective of elucidating, through an intuitive interface, the situation of a company regardingits diversity and inclusion initiatives.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127050752","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michael Douglas Cabral Alves, Alejandro Rafael Garcia Ramirez, Anita Maria da Rocha Fernandes
{"title":"Desenvolvimento de uma Arquitetura Baseada na Internet das Coisas para uma Bengala Eletrônica Baseada no Contexto das Cidades Inteligentes","authors":"Michael Douglas Cabral Alves, Alejandro Rafael Garcia Ramirez, Anita Maria da Rocha Fernandes","doi":"10.14210/cotb.v13.p315-317","DOIUrl":"https://doi.org/10.14210/cotb.v13.p315-317","url":null,"abstract":"This paper describes an architecture based on the Internet ofThings (IoT) for the electronic cane project. It was designed toassist the locomotion process of visually impaired individuals inthe context of smart cities. The architecture allows, through amicrocontroller and a GPS module embedded in the cane, toregister and subsequently identify obstacles according thegeographic coordinates. A smartphone was used to transmit andstore this information in the cloud for further processing. Theinteraction of the cane with the smartphone will open a futurerange of applications, such as the identification of points ofinterest, detecting the proximity of other users of the electroniccane, among other uses. The functionality tests were satisfactory,with an accuracy of 80% identifying the recorded obstacles.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"197 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115427477","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Examinando os Tipos de Feedbacks no Design de Jogos Digitais","authors":"Luiz Henrique Marquetti Rondon, Ricardo Cherobin","doi":"10.14210/cotb.v13.p081-088","DOIUrl":"https://doi.org/10.14210/cotb.v13.p081-088","url":null,"abstract":"ABSTRACTFeedback is intrinsic to games. However, its versatility, inside or outside game design, moved its definitions, to intertwining and, at times, to a clear complexity. Thus, the purpose of this work was to unravel the notions of the multifaceted feedback, based mainly on qualified literature in the area. In view of a possible dissemination of feedback techniques in the horizon of the development of digital games, and, to a lesser extent, seeks to redirect the discussion of feedback concepts to the Portuguese language.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124196670","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Jogo Educacional Digital para Auxiliar no Ensino de Numerais em Libras e Lógica de Conversão dos Números","authors":"Acza Lira, Adrianne Veras, F. Araújo","doi":"10.14210/cotb.v13.p220-227","DOIUrl":"https://doi.org/10.14210/cotb.v13.p220-227","url":null,"abstract":"In view of the importance of teaching computer concepts in basiceducation and a linguistic barrier between deaf and hearing people, this work presents the development of an educational game, cal-led Barco Binário, which helps in learning the logic of converting binary numbers in a playful way and associated with the intro-duction of numerals in Brazilian Sign Language for hearing. The evaluation of the tests applied to expert users indicated that 87,5%of the interviewees understood, partially or totally, the processof binary conversion and about 75% of the evaluators stated thatthey managed to relate the numbers with their respective signs inBrazilian Sign Language after using the game.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121888535","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Joubert Alexandrino de Souza, Karin Satie Komati, Jefferson Oliveira Andrade
{"title":"Um Estudo sobre Motivadores e Deterrentes de Evasão no Curso de Sistemas de Informação","authors":"Joubert Alexandrino de Souza, Karin Satie Komati, Jefferson Oliveira Andrade","doi":"10.14210/cotb.v13.p296-298","DOIUrl":"https://doi.org/10.14210/cotb.v13.p296-298","url":null,"abstract":"Dropping out in higher education is a serious problem that has been investigated for decades and causes great harm to individuals, edu-cational institutions, and society as a whole. This article presents a case study on the application of the survival analysis combinedwith the construction of predictive models in the identificationmotivating and deterrent elements of dropout in an undergraduateprogram in Information Systems at a public institution of higher education in Brazil. Methods of educational data mining and pro-babilistic modeling were applied to student data to model students’ expected completion of the course, semester by semester. The re-sults of the survival analysis are consistent with the literature and indicate the greatest risk of dropout is in the initial semesters ofthe course, while the identification of characteristics of dropoutmakes it clear that the subjects of the first two semesters are thebiggest barriers of the course retaining about 50% of the studentpopulation.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127042794","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Luiz Felipe Duarte Alves, Almir d De Oliveira Costa Junior, José Anglada Rivera
{"title":"Avaliação de Usabilidade do Aplicativo Be a Maker com Alunos de Licenciatura em Computação","authors":"Luiz Felipe Duarte Alves, Almir d De Oliveira Costa Junior, José Anglada Rivera","doi":"10.14210/cotb.v13.p014-020","DOIUrl":"https://doi.org/10.14210/cotb.v13.p014-020","url":null,"abstract":"ABSTRACTThis work presents the results of the usability tests of the Be a Maker application, carried out by academics from the Degree in Computing course. Be a Maker is an application that aims to bring together several projects involving Educational Robotics (ER), allowing users (teacher or student) to share their practical experiences of using robotics inside or outside the classroom. Usability tests based on the SUS method were applied through an online questionnaire. In general, the data showed good results in usability tests, obtaining an average of 85 points in the SUS method, being classified as Excellent and Acceptable.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128928906","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
William Christopher Ramos Oliveira, Aline Vieira de Mello, Daniel Oliveira de Freitas, Alice Fonseca Finger
{"title":"Evaluating the Impact of Performance and Other Academic Variables on the Trajectory of Graduates","authors":"William Christopher Ramos Oliveira, Aline Vieira de Mello, Daniel Oliveira de Freitas, Alice Fonseca Finger","doi":"10.14210/cotb.v13.p194-201","DOIUrl":"https://doi.org/10.14210/cotb.v13.p194-201","url":null,"abstract":"The objective of this research is to evaluate the impact of perfor-mance and other academic variables on the trajectory of graduates of the Computing undergraduate programs at Federal Universityof Pampa. Considering this goal, a survey containing questionsabout academic and professional trajectory, and sociodemographicprofile was constructed and applied to the graduates, as well asa consultation of institutional data. An analysis of the impact ofacademic variables (academic achievement, time to complete theundergraduate program and number of hours in complementaryactivities) on the education level (graduate, master and PhD), onremuneration and on the graduates’ perception of satisfaction withtheir area of expertise was conducted. It was not possible to indicatewhether there is a correlation between academic achievement andthe remuneration of graduates, as well as between the academicachievement and the level of satisfaction with the graduates’ areaof expertise, because there was no statistical significance betweenthose variables. On the other hand, a weak positive correlation wasfound between academic achievement and educational level and amoderate negative correlation between the education level and thetime to complete the undergraduate program.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130560399","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marcos Henrique de Paula Dias da Silva†, Wilson Massashiro Yonezawa, Katerine Edith Tobio Gutierrez
{"title":"Da Computação Desplugada à programação em Processing: uma experiência com crianças de 8 a 10 anos","authors":"Marcos Henrique de Paula Dias da Silva†, Wilson Massashiro Yonezawa, Katerine Edith Tobio Gutierrez","doi":"10.14210/cotb.v13.p207-211","DOIUrl":"https://doi.org/10.14210/cotb.v13.p207-211","url":null,"abstract":"This article discusses, through a didactic experience report,how Unplugged Computing can serve as a scaffold in thelearning and use of the Processing programming language.The respective action took the form of two workshops withchildren aged between 8 and 10 at a municipal school in theinterior of Sa o Paulo. The activities were designed based onthe Mathematics curriculum proposal of that municipality,which served as a foundation to define topics and previousconcepts in the construction of materials. The UnpluggedComputing workshop aimed at a direct relationship with thecommands and organization of information in Processing, itscompilation and coding processes. The Processing workshoptook the previous concrete practices as support structuresand association with the stage of programming,implementation and interpretation of results. Both workshopstogether had as a pillar and main motivation for study, thedevelopment and exploration of skills and common elementsof Computational Thinking.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126919541","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Eliel Marcos Rocha Romancini, Vinícius Rodrigues Zanon, Analúcia Schiaffino Morales, Fabrício De Oliveira Ourique, R. Moraes
{"title":"Monitoramento inteligente do consumo de energia elétrica em residências utilizando recursos de IoT","authors":"Eliel Marcos Rocha Romancini, Vinícius Rodrigues Zanon, Analúcia Schiaffino Morales, Fabrício De Oliveira Ourique, R. Moraes","doi":"10.14210/cotb.v13.p134-141","DOIUrl":"https://doi.org/10.14210/cotb.v13.p134-141","url":null,"abstract":"ABSTRACTEnergy efficiency is one of the seventeen sustainable developmentgoals defined by the UN in the 2030 agenda. Therefore, to achievethis goal, the amount of information accessible to consumers isan important factor in the management of energy resources. It ismandatory that homes are equipped with energy meters, however,in Brazil, almost all users only have information on the total energyconsumption available - often estimated at the end of each month.This article proposes a prototype for electric energy monitoring ofthe Smart Meter type, with the IoT concept. In the current version,the system implements the following features: measurement ofvoltage, current, frequency, calculation of active, reactive, apparentpower, power factor, energy consumption, real-time total cost andrecording of this data in memory and in the cloud. The developedsystem uses WiFi communication technology, so that data can betransmitted and interpreted by devices that work with this standard,through a remote WEB application hosted on an AWS service. Thesystem requirements were met when designing the prototype toprovide accurate current and voltage measurements as well asproviding instantaneous, transparent and historical consumptiondata on electrical energy usage.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123118813","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michelle Nery Nascimento, Renzo Santos Diniz, Sérgio Oliveira Macellani, Caroline Rhaian Jandre, Marcus Vinicius Bento Martins, Ronan Loschi Ferreira, Mônica Da Consolação Machado, Magna Carla Ribeiro, Roberlei Panasiewicz, Lucila Ishitani
{"title":"Recomendações para Projeto de Jogo Digital Educacional para o Ensino Fundamental com Foco em Valores Ético-Morais","authors":"Michelle Nery Nascimento, Renzo Santos Diniz, Sérgio Oliveira Macellani, Caroline Rhaian Jandre, Marcus Vinicius Bento Martins, Ronan Loschi Ferreira, Mônica Da Consolação Machado, Magna Carla Ribeiro, Roberlei Panasiewicz, Lucila Ishitani","doi":"10.14210/cotb.v13.p073-080","DOIUrl":"https://doi.org/10.14210/cotb.v13.p073-080","url":null,"abstract":"ABSTRACTPrevious research shows that the involvement of games as an educationalresource can generate good results, and some studiesdemonstrate the use of games as an auxiliary tool in learning respectfor rules, tasks, and values. However, the ethical-moral valuesapproach in learning is not a simple task, but some works demonstratethat games embody human values. In the literature, there aretheoretical studies on the use of games in education, but there is aneed for more practical assessments to verify the validity of existingconcepts. This research aims to propose recommendations for developingan educational game for children aged 10 to 12 years withcontent that encourages ethical-moral values and the developmentand evaluation of a game prototype for the target audience. First,we conducted a semi-structured interview with elementary educationteachers. Later, these teachers also answered a questionnaireafter interacting with the first version of the game prototype. Fromthe results found, it was possible to draw up recommendationsfor a game that meets the specific research audience, such as: thegame should have different avatars for the player to choose from,the game should be collaborative, the game should address currentissues. The recommendations can help develop digital games thatencourage elementary education students to become interested ineducational games with a focus on ethical-moral values.","PeriodicalId":375380,"journal":{"name":"Anais do XIII Computer on the Beach - COTB'22","volume":"165 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131407165","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}