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Due to the growing use of smartphones it is possible to observe a discussion on the benefits and problems faced by teachers in this new digital age. Using such devices, in favor of the teaching-learning process, it seems of great value and has been widely discussed and even encouraged by various organizations such as UNESCO. In this context, this paper presents the application called AmarganA, a game...
Open Educational Resources (OER) are teaching materials, fixed in any support or media, which are in the public domain or licensed openly, allowing them to be used or adapted by others. Although new forms of use and sharing of OER are emerging up all educational levels, incentives to the provision and use of OER by universities and basic education are needed in Brazil. For this reason, this work contributes...
Problem-based Learning (PBL) is an instructional approach that uses a real problem to focus, motivate and facilitate learning relevant to the future performance of student conceptual, procedural and attitudinal knowledge as professional life. This paper presents and discusses the implementation of PBL teaching model in Human Computer Interaction (HCI), specifically in teaching usability evaluation...
This paper aims to present a research of usability inspection performed to evaluate televisions controlled by gestures and voice commands. For this, the Nielsen heuristics were used and added to other heuristics, proposed by the authors, which allowed us to assess the peculiarities of these devices. In addition, checklists were generated to guide usability inspections. Three usability experts applied...
GenVirtual is a augmented reality musical software that allows development of activities in music therapy. This study aimed to analyze the perceptions of other health professionals about the clinical utility of GenVirtual. A secondary objective was to understand the attitudes of these professionals facing the augmented reality technology. Three focus groups composed of music therapists, occupational...
Computer technologies have been applied in several professional practice areas, including Occupational Therapy. These constitute a new treatment modality. The goal of this paper is to present the results of the use of an Augmented Reality tool applied to an upper limb rehabilitation program in Occupational Therapy sessions. For this study we selected Duchenne Muscular Dystrophy patients with physical...
Electronic games have been used to stimulate cognitive functions such as attention, concentration and memory. This paper presents GenVirtual, which is an augmented reality musical game and is proposed to help people with learning disabilities. The intention is to help the patient in the following skills: creativity, attention, memory (storage and retrieval), planning, concentration, ready-response,...
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