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  <title>DSpace Coleção:</title>
  <link rel="alternate" href="https://repositorio.ifgoiano.edu.br/handle/prefix/6229" />
  <subtitle />
  <id>https://repositorio.ifgoiano.edu.br/handle/prefix/6229</id>
  <updated>2026-08-24T05:10:16Z</updated>
  <dc:date>2026-08-24T05:10:16Z</dc:date>
  <entry>
    <title>ALFABETIZAÇÃO CIENTÍFICA E CIBERCULTURA: POSSIBILIDADES PARA O ENSINO DE CIÊNCIAS MEDIADAS PELA CRIAÇÃO DE MEMES A PARTIR DO FILME ELEMENTOS</title>
    <link rel="alternate" href="https://repositorio.ifgoiano.edu.br/handle/prefix/6902" />
    <author>
      <name>Cardoso, Filipe de Souza</name>
    </author>
    <author>
      <name>Oliveira, Bruno Silva de</name>
    </author>
    <id>https://repositorio.ifgoiano.edu.br/handle/prefix/6902</id>
    <updated>2026-08-18T18:42:43Z</updated>
    <published>2026-06-05T00:00:00Z</published>
    <summary type="text">Título: ALFABETIZAÇÃO CIENTÍFICA E CIBERCULTURA: POSSIBILIDADES PARA O ENSINO DE CIÊNCIAS MEDIADAS PELA CRIAÇÃO DE MEMES A PARTIR DO FILME ELEMENTOS
Autor(es): Cardoso, Filipe de Souza; Oliveira, Bruno Silva de
Abstract: article presents a proposed teaching sequence focused on scientific literacy for 9th grade of elementary school and 1st year of high school, linking cinema, digital culture, and meme production. Based on the axes of Scientific Literacy (Sasseron, 2008) and the concept of cyberspace (Lévy, 1999), the sequence uses the film Elements (Disney/Pixar, 2023) to contextualize concepts of Chemistry and Physics, stimulate critical analysis, and engage students in the creation of scientific memes. The material promotes multiliteracies,appropriation of multimodal languages, and active participation in the digital environment, strengthening critical thinking, creativity, and scientific communication in hybrid and collaborative learning spaces.
Editor: Instituto Federal Goiano
Tipo: Artigo de Periódico</summary>
    <dc:date>2026-06-05T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>CIBERCULTURA E EDUCAÇÃO: SEQUÊNCIA DIDÁTICA, COM A INTEGRAÇÃO DE RECURSOS DIGITAIS NO ENSINO DE GEOGRAFIA DOS ANOS FINAIS DO ENSINO FUNDAMENTAL</title>
    <link rel="alternate" href="https://repositorio.ifgoiano.edu.br/handle/prefix/6880" />
    <author>
      <name>Oliveira, Emerson Roberto de</name>
    </author>
    <author>
      <name>Silva, Rosemeire de Souza Pinheiro Taveira</name>
    </author>
    <id>https://repositorio.ifgoiano.edu.br/handle/prefix/6880</id>
    <updated>2026-08-12T23:45:31Z</updated>
    <published>2025-11-28T00:00:00Z</published>
    <summary type="text">Título: CIBERCULTURA E EDUCAÇÃO: SEQUÊNCIA DIDÁTICA, COM A INTEGRAÇÃO DE RECURSOS DIGITAIS NO ENSINO DE GEOGRAFIA DOS ANOS FINAIS DO ENSINO FUNDAMENTAL
Autor(es): Oliveira, Emerson Roberto de; Silva, Rosemeire de Souza Pinheiro Taveira
Abstract: The emergence of cyberculture and the expansion of Digital Information and Communication Technologies (DICTs) have directly impacted educational processes, demanding pedagogical practices that establish dialogue among physical, conceptual, and digital spaces. This study analyzes the potential of a Didactic Sequence (DS) model for teaching Geography in the final years of elementary education, grounded in the intentional and critical use of digital resources such as Learning Objects, Interactive Simulations, Augmented Reality (AR), Virtual Reality (VR), and gamification platforms such as Kahoot!. It is based on the premise that these tools, when integrated into participatory methodologies, can overcome fragmented and traditional teaching approaches, fostering more contextualized, meaningful, and inquiry-based learning. The proposed activities address topics such as Earth’s layers, tectonic plates, volcanism, earthquakes, tsunamis, and ocean currents, in alignment with the Brazilian National Common Curricular Base (BNCC). The proposals involve the use of digital platforms, particularly Sketchfab, which enables the exploration of 3D models, and Kahoot!, which supports gamified diagnostic assessment. By articulating DICTs with socio-interactionist principles, the DS contributes to the development of spatial thinking, enhances student engagement, and strengthens teacher mediation. However, challenges such as the lack of technological infrastructure and the insufficient training of teachers still limit the full implementation of this approach. It is concluded that the integration of digital resources into Geography teaching constitutes a promising strategy for pedagogical innovation and for the construction of an inclusive and high-quality education.
Editor: Instituto Federal Goiano
Tipo: Artigo de Periódico</summary>
    <dc:date>2025-11-28T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>METODOLOGIAS ATIVAS MEDIADAS POR TECNOLOGIAS&#xD;
DIGITAIS: UMA EXPERIÊNCIA COM O USO DO H5P NO&#xD;
ENSINO A DISTÂNCIA</title>
    <link rel="alternate" href="https://repositorio.ifgoiano.edu.br/handle/prefix/6847" />
    <author>
      <name>Vargas Júnior, Onofre</name>
    </author>
    <author>
      <name>Silva, Rosemeire de Souza Pinheiro Taveira</name>
    </author>
    <author>
      <name>Nascimento, Fabio Martins do</name>
    </author>
    <id>https://repositorio.ifgoiano.edu.br/handle/prefix/6847</id>
    <updated>2026-07-31T21:47:40Z</updated>
    <published>2026-06-25T00:00:00Z</published>
    <summary type="text">Título: METODOLOGIAS ATIVAS MEDIADAS POR TECNOLOGIAS&#xD;
DIGITAIS: UMA EXPERIÊNCIA COM O USO DO H5P NO&#xD;
ENSINO A DISTÂNCIA
Autor(es): Vargas Júnior, Onofre; Silva, Rosemeire de Souza Pinheiro Taveira; Nascimento, Fabio Martins do
Abstract: This study discusses the fundamental role of Virtual Learning Environments (VLEs) in professional training, focusing on the issues of dropout and lack of motivation in Distance Education (DE). The main objective is to present a proposal for using gamification and the H5P tool within the Moodle environment to foster student engagement and interaction. The methodology is applied and qualitative, based on exploratory and descriptive research with a bibliographic review spanning from 2020 to 2025. The paper details how H5P, an open-source framework, enables the creation of interactive content, such as videos that pause for mandatory quizzes, ensuring students maintain focus during lessons. The results demonstrate the technical feasibility of this integration, showing that H5P interactions and scores can be automatically recorded in the Moodle Gradebook via xAPI or LTI protocols. It is concluded that combining Moodle's infrastructure with H5P's gamified interactivity transforms student passivity into agency, replacing traditional video lessons with immersive experiences and instant feedback. Further practical application of this model in real classrooms is recommended to statistically measure its impact on reducing dropout rates and optimizing academic performance.
Editor: Instituto Federal Goiano
Tipo: Artigo de Periódico</summary>
    <dc:date>2026-06-25T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>EDUCAÇÃO E CIDADANIA EM PRÁTICA: A GAMIFICAÇÃO COMO ESTRATÉGIA PARA JOVENS INSTITUCIONALIZADOS</title>
    <link rel="alternate" href="https://repositorio.ifgoiano.edu.br/handle/prefix/6621" />
    <author>
      <name>Maia, Raquel Simão</name>
    </author>
    <id>https://repositorio.ifgoiano.edu.br/handle/prefix/6621</id>
    <updated>2026-06-01T20:52:04Z</updated>
    <published>2025-09-12T00:00:00Z</published>
    <summary type="text">Título: EDUCAÇÃO E CIDADANIA EM PRÁTICA: A GAMIFICAÇÃO COMO ESTRATÉGIA PARA JOVENS INSTITUCIONALIZADOS
Autor(es): Maia, Raquel Simão
Primeiro Orientador: Silva, Rosemeire de Souza Pinheiro Taveira
Abstract: The   article   discusses   the   situation   of   children   and   adolescents   living   in institutional  care  in  Brazil,  highlighting  the  structural,  social,  and  educational challenges  faced  by  this  group,  which  is  often  marked  by  stigma  and  social invisibility. Based on the Statute of the Child and Adolescent, it emphasizes that institutional  care  is  a  protective,  provisional,  and  exceptional  measure,  distinct from socio-educational measures applied to adolescents who commit infractions, despite the frequent social confusion between these two realities. In this context, the article presents an educational proposal derived from the Carreira XP project, which  aims  to  promote  the  development  of  personal,  social,  and  professional competencies,    contributing    to    the    expansion    of    future    prospects    for institutionalized    youth.    The    proposed    didactic    sequence    uses    active methodologies  and  elements  of  gamification,  fostering  engagement,  critical reflection,  and  meaningful  learning.  The  integrated  approach  demonstrated potential  to  strengthen  autonomy,  protagonism,  and  a  sense  of  belonging,  by addressing  topics  such  as  communication,  emotional  intelligence,  the  world  of work,  and  financial  education.  The  results  indicate  that  structured  learning pathways contribute to the construction of more conscious life projects and to the holistic   development   of   participants.   The   study   concludes   that   innovative pedagogical  practices  in  institutional  care  settings  can  generate  positive  social impact,   reinforcing   the   need   for   continuous   investment   in   inclusive   and transformative educational strategies
Editor: Instituto Federal Goiano
Tipo: Trabalho de Conclusão de Curso</summary>
    <dc:date>2025-09-12T00:00:00Z</dc:date>
  </entry>
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