Este modelo deve ser utilizado como ponto de partida para a confecção do trabalho de conclusão de curso dos alunos do curso de Engenharia Elétrica da Universidade Federal de Viçosa. O modelo pode ser utilizado livremente, podendo ser modificado como quiser, e sugestões de melhoria são bem-vindas pelo e-mail: email@example.com.
Este é um template para LaTeX do modelo de publicação de artigos no Simpósio Brasileiro de Sensoriamento Remoto.
Foi criado em 2019 por Rogério Flores Junior, e adaptado em 2020 por Thales Sehn Körting.
O documento está em constante manutenção.
Dicas para a preparação de listas de exercícios da disciplina MAC0239 (Introdução à Lógica e Verificação de Programas) no IME-USP.
Tips for preparing exercises for MAC0239 (Introduction to Logic and Program Verification) at IME-USP.
The use of technological resources in education has lead to positive changes in the elaboration of new methodologies, in this context technologies such as the Digital Interactive Whiteboard (DIW) can act by facilitating Learning. The mere presence of the DIW does not guarantee benefits for the student's learning process, that raises doubts about whether or not the resources available are used in a satisfactory manner. In this research it was possible to verify that there are few tools available for the DIW context, and many of them have problems of usability and content quality. Thus, a form of facilitate the content elaboration for the DIW is the use of Authoring Tools (ATs). In order to verify whether or not the use of ATs promotes better use of the DIW, an AT (entitled AtauDIW) was developed to assist the use of DIWs.
The usage of software has grown as computers become popular. There have emerged, both in academia and in the market, technological solutions for several areas, among them education. On the other hand, classroom teaching and learning continues to suffer from classical educational problems such as lack of student and teacher motivation and lack of clear educational goals. And although software supports learning across a range of disciplines and ages, children's audiences, especially in mathematics, have been little contemplated with the benefits that technological solutions can bring. Therefore, the use of pedagogical approaches, such as Bloom's Taxonomy and Formative Assessments, together with gamification techniques, such as Octalysis, can be used to develop a technological solution that contemplates this public. The present work aims to propose the development of a software to assist the teaching and learning of mathematics for children in the classroom.