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    <title>DSpace Communidade:</title>
    <link>http://repositorio.ifam.edu.br/jspui/handle/4321/734</link>
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    <dc:date>2026-04-05T17:56:04Z</dc:date>
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  <item rdf:about="http://repositorio.ifam.edu.br/jspui/handle/4321/1705">
    <title>Desenvolvimento sustentável e jardim sensorial por meio da aprendizagem baseada em projetos - ABP</title>
    <link>http://repositorio.ifam.edu.br/jspui/handle/4321/1705</link>
    <description>Título: Desenvolvimento sustentável e jardim sensorial por meio da aprendizagem baseada em projetos - ABP
Autor(es): Silva, Jander Ramires Rodrigues
Primeiro Orientador: Lucena, Juliana Mesquita Vidal Martinez de
Abstract: Sustainable Development (SD) is based on three pillars: Environmental, Economic&#xD;
and Social. Nowadays, with technological advances and innovative production&#xD;
processes, how are students learning this concept? For this research, a Sensory&#xD;
Garden (JS) already implemented at the Federal Institute of Education, Science and&#xD;
Technology of Amazonas, Campus Manaus Centro, was used for students of the 1st&#xD;
year of High School in the class of the Technical Course in Chemistry, where it&#xD;
established the following problem question: “How to develop activities for teaching&#xD;
Sustainable Development from a Sensory Garden?”. The general objective was to&#xD;
investigate the contributions of a JS to the understanding of Sustainable&#xD;
Development and its Objectives, to students of the 1st year of high school. And as&#xD;
specific objectives, to propose Project-Based Learning (PBL) as a teaching&#xD;
methodology to approach SD based on the UN's 2030 Agenda, through the JS. And&#xD;
in addition, verify the potential of using JS as a didactic resource and non-formal&#xD;
teaching space, for the promotion of DS and its Objectives. The research approach&#xD;
was qualitative and the teaching method adopted was based on PBL. The insertion of&#xD;
the theme was aligned with the National Common Curricular Base, in the context of&#xD;
competences and abilities to be developed by the students, as well as the&#xD;
Transversal Contemporary Themes. The ABP project was developed in the form of a&#xD;
workshop lasting three hours (3h) presenting the JS as a non-formal teaching space,&#xD;
in order to promote students' awareness of environmental issues. After the&#xD;
methodological process, it was observed that the students were able to relate the SD&#xD;
to the JS, through observation and analysis of the Sustainable Development Goals&#xD;
(SDGs) that are part of the 2030 Agenda, presenting characteristics of the concepts&#xD;
addressed during the Workshop “Looking for Sustainable Development. And in the&#xD;
socialization of the artifacts elaborated by the groups, it was clear that the students&#xD;
were able to answer the driving question worked on in the structure of the PBL&#xD;
Workshop in Table 2.
Tipo: Trabalho de Conclusão de Curso</description>
    <dc:date>2023-02-08T00:00:00Z</dc:date>
  </item>
  <item rdf:about="http://repositorio.ifam.edu.br/jspui/handle/4321/1660">
    <title>Olhares em formação: a valorização dos povos originários e a Semana dos povos indígenas no IFAM-CMC</title>
    <link>http://repositorio.ifam.edu.br/jspui/handle/4321/1660</link>
    <description>Título: Olhares em formação: a valorização dos povos originários e a Semana dos povos indígenas no IFAM-CMC
Autor(es): Assis, Andreza de Souza
Tipo: Capítulo de Livro</description>
    <dc:date>2024-01-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="http://repositorio.ifam.edu.br/jspui/handle/4321/1658">
    <title>Plantas medicinais e as tradições indígenas</title>
    <link>http://repositorio.ifam.edu.br/jspui/handle/4321/1658</link>
    <description>Título: Plantas medicinais e as tradições indígenas
Autor(es): Silva, Renata Maria da; Ribeiro, Louisiane Torres
Tipo: Capítulo de Livro</description>
    <dc:date>2024-01-01T00:00:00Z</dc:date>
  </item>
  <item rdf:about="http://repositorio.ifam.edu.br/jspui/handle/4321/1488">
    <title>Utilização de jogos digitais no ensino-aprendizagem de genética e síndromes genéticas para alunos do ensino fundamental ii em uma escola pública na cidade de Manaus-AM</title>
    <link>http://repositorio.ifam.edu.br/jspui/handle/4321/1488</link>
    <description>Título: Utilização de jogos digitais no ensino-aprendizagem de genética e síndromes genéticas para alunos do ensino fundamental ii em uma escola pública na cidade de Manaus-AM
Autor(es): Barros, Aline Silva de Souza
Primeiro Orientador: Pinto, Elson Antonio Sadalla
Abstract: Difficulties related to teaching-learning concepts of genetics have been the object of&#xD;
numerous educational researches aimed at the development of pedagogical tools and&#xD;
methodologies that seek to improve teacher performance and student performance in&#xD;
the classroom. The main objective of the present study was to develop a pedagogical&#xD;
intervention using the potential of digital games as a pedagogical aid for teachinglearning the basics of genetics (DNA, genetic inheritance, chromosomes and human&#xD;
karyotype) and genetic syndromes for 9th grade students of elementary school in a&#xD;
public school in Manaus. The study used as a guiding methodology the Design Based&#xD;
Research (DBR) according to Reeves' proposal, which is divided into four phases: (1)&#xD;
problematic; (2) artifact development and intervention; (3) application of the&#xD;
intervention and its evaluation, and finally (4) reflection to produce design principles.&#xD;
As an intervention proposal, an interactive class was created based on the use of&#xD;
educational games developed from the thematic concepts of genetics and genetic&#xD;
syndromes in order to challenge students to build knowledge on the subject. For the&#xD;
elaboration of these games, the wordwall tool was used, a technological platform for&#xD;
game creation without the need for programming knowledge for the proper elaboration.&#xD;
A natural science teacher and 69 students divided into four classes participated in the&#xD;
research. As a result, it was observed that the students before the intervention did not&#xD;
have mastery over the basic concepts of genetics and genetic syndromes, after the&#xD;
intervention, it was possible to notice that the proposed games contributed to the&#xD;
construction of new knowledge about the concepts about genetics and genetic&#xD;
syndromes. Furthermore, the artifact developed “playing scientist” stimulated the&#xD;
students not only to create solutions to real problems, but also was a means to&#xD;
generate empathy. From the perspective of the researched professor, the intervention&#xD;
brought new perspectives to the teaching of genetics in the classroom, and it became&#xD;
a great alternative for teaching-learning the subject. The use of digital games is even&#xD;
more recurrent in an increasingly digital society, being an excellent option to engage&#xD;
students in a fun and dynamic way in the learning process.
Tipo: Trabalho de Conclusão de Curso</description>
    <dc:date>2021-12-15T00:00:00Z</dc:date>
  </item>
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