Now showing items 1-6 of 6
Avaliação do sistema de comunicação de cursos EAD e de sua contribuição no desempenho educacional
(Universidade Presbiteriana Mackenzie, 2018-12-18)
In Brazil, due to its geographic extension, as well as social and economic differences, the expansion of distance education involves several aspects of social inclusion, democratization, and personalized training. This ...
PerMotivE: um framework de apoio ao processo de design de jogos baseado em persuasão, motivação e engajamento
(Universidade Presbiteriana Mackenzie, 2018-03-12)
Digital games make use of the principles related to the concepts of persuasion, motivation and engagement, principles that are often applied intuitively and unsystematically in the game design process. However, these ...
Proposta de um modelo para acompanhamento da aprendizagem significativa por mapas conceituais
(Universidade Presbiteriana Mackenzie, 2018-08-07)
The assessment methods used in the modality of courses and in virtual learning or distance learning environments tend to provide insufficient or incomplete information about the development of learning. Among instruments ...
Detecção de maquiagem facial por meio de CMYK e redes neurais
(Universidade Presbiteriana Mackenzie, 2018-02-16)
Initially, facial feature recognition was only used intuitively, which means that one individual recognized another by certain characteristics relevant for their identification. Time passed, and with technological ...
Métodos analíticos aplicados ao estudo de pessoas com deficiência
(Universidade Presbiteriana Mackenzie, 2018-08-20)
The Global education indicators show that Brazil needs action to improve its current undesirable position. In an intrinsic way to the problem of education also encompasses people who have some kind of special need. To ...
Identificação e validação dos tipos de jogadores por meio do seu gameplay
(Universidade Presbiteriana Mackenzie, 2018-08-14)
Analyzing and understanding the behavior of players in virtual environments has been a key activity for companies that develops and produce digital games. Players not only play, but they are also consumers of in-game ...