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listelement.badge.dso-typeItem, Os jogos eletrônicos em aulas de educação física no ensino fundamental: um olhar geral(Universidade Federal de São Carlos, 2024-01-24) Silva, Yan Periotto Gonçalves da; Ramos, Glauco Nunes Souto; https://lattes.cnpq.br/0134679842280022; https://orcid.org/0000-0003-2644-2838Since 2017, electronic games have been included in the school Physical Education curriculum through the National Common Curricular Base (BNCC). This addition seems appropriate since we, as future teachers, are always in contact with students who have different interests and potentialities that can be approached in class in the most diverse ways, including the use of available technological means or, from these means, convert them into an educational setting. Furthermore, electronic games are part of the vast majority of the population of children and adolescents, whether on cell phones or desktop computers (notebooks, desktops) and many use them as entertainment. Due to the recent Covid-19 pandemic and the necessary social isolation, this interaction seems to have become more present and users share their interests and achievements in games with their colleagues/friends even from a distance. Based on these considerations, the objective of this research was to analyze the teaching and learning process of the thematic unit of electronic games in Physical Education classes. For this, we used qualitative research, in which a 7th year class of elementary school, final years, belonging to a state public school in the city of São Carlos/SP was monitored. The data collection instruments were field diaries, prepared by the researcher after each class taught by the Physical Education teacher, as well as a semi-structured interview with the teacher in question and a questionnaire for the students. After collecting and qualitatively analyzing the data, we arrived at the following categories: a) Learning potentials, which dealt with how electronic games contribute through different relationships between generations, how cell phone or computer applications contribute to access health, as well as the approximation of the thematic unit of games and games and the approximation of the virtual to the real; b) Pedagogical practice, where the teacher's strategies, the coexistence between students and teacher were observed, in addition to class time and the exchange of knowledge; c) Availability of access (content, courses, alternative proposals), the latter dealt with the lack of specific training in the area and the importance of the continuous relationship between university and school. In this way, the records sought to create possibilities for future interventions in gamification processes, with electronic games as a background as a learning tool in Physical Education classes through playful activities with adapted contextualized games.listelement.badge.dso-typeItem, Quality By design na indústria farmacêutica(Universidade Federal de São Carlos, 2024-01-24) Cintra, João Vítor França da Rosa Ferreira; Carneiro, Renato Lajarim; https://lattes.cnpq.br/8065852319463976; https://orcid.org/0000-0002-6857-2190; https://lattes.cnpq.br/3257001574259280This work synthesizes the Quality by Design (QbD) approach in the context of pharmaceutical production. The beginning of the research focuses on the essence of QbD, highlighting its innovative application in drug development. The initial emphasis is on the identification and control of Critical Material Attributes (CMA's) and Critical Process Parameters (CPP's), essential elements to ensure product quality from the early stages of the process to large-scale production. The research comprehensively addresses risk assessment techniques, providing an understanding of how these factors impact the performance of production processes. A practical case study in the pharmaceutical industry, using the generic drug Acetriptan 20 mg, is presented in the research. Through this example, acceptable ranges are demonstrated, showing how the attributes of input materials and process parameters influence the quality of the intermediate and final product, allowing for the efficient identification and control of critical factors throughout the production cycle. The central tool of QbD, Design of Experiments (DoE), is demonstrated across different stages, including screening, optimization, and process robustness evaluation. The research uses the practical example of Acetriptan formulation development to highlight how DoE contributes to the identification of optimal conditions, critical and non-significant factors, as well as interactions between variables. The Design Space (DS) is presented as a desirable element of QbD, providing a clear understanding of variables and ranges to ensure consistent and quality production. Graphic examples, such as contour plots and three-dimensional graphs, are discussed as effective means of representing the DS. Additionally, the need for a comprehensive regulatory presentation when submitting a DS to the FDA is demonstrated, including a clear description, variable interactions, justification data, and the relationship with unit operations. The work offers a comprehensive analysis of QbD in the pharmaceutical industry, demonstrating its practical application, key tools, and relevance in ensuring quality and consistency in pharmaceutical production.listelement.badge.dso-typeItem, Minha experiência no curso de medicina da UFSCar(Universidade Federal de São Carlos, 2024-01-24) Nascimento, Ana Claudia Paesani; Estevão, Isabeth da Fonseca; https://lattes.cnpq.br/2932607007844855; https://orcid.org/0000-0002-8087-3711; https://lattes.cnpq.br/7645204347541059; https://orcid.org/0009-0002-5647-1453The political pedagogical project of the UFSCar medical school requires a Course Completion Work that summarizes the student's trajectory. Thus, this work aims to demonstrate my experiences and learning process during medical school throughout the three educational cycles, based on my personal impressions regarding the constructivist learning method and my contact with teachers, preceptors and patients who had a big impact on my journey.listelement.badge.dso-typeItem, Plantas medicinais de interesse ao SUS com indicação para distúrbios do sistema nervoso central(Universidade Federal de São Carlos, 2024-01-24) Santos, Mariana Paiva; Araujo, Andréa Onofre; https://lattes.cnpq.br/3465415822786713; Mendes, Fúlvio Rieli; https://lattes.cnpq.br/1218803142258681; https://lattes.cnpq.br/0516889300654078Disorders of the Central Nervous System (CNS) affect a large portion of the population and, as they have a complex etiology, the drugs available today still present, in some cases, limited effectiveness, as well as presenting a series of side effects. Anxiety is a disorder that affects more and more people around the world and some individuals do not respond well to conventional anxiolytic medications, which can lead to the development of tolerance and dependence, among other adverse effects. Medicinal plants and herbal medicines can be considered a promising alternative for the treatment of anxiety and other CNS disorders. Thus, ethnobotanical knowledge and the empirical basis of the traditional use of natural products generate interest from government agencies in the development of new drugs to be distributed to the population. The Ministry of Health launched in 2009 the National List of Medicinal Plants of Interest to the SUS (ReniSUS) with the aim of guiding studies and research to develop a set of plants to be distributed in the SUS for various indications. Of these, only five species are indicated for CNS disorders as an aid in the treatment of anxiety and sleep disorders, being the Passiflora incarnata, Passiflora edulis, Passiflora alata, Erythrina mulungu and Alpinia zerumbet. All of these species have indications based on scientific studies, at some degree, as confirmed by the articles selected for this work, but clinical studies with such species are scarce. Other species that are not present in ReniSUS have indications for use in CNS disorders described in other technical and government documents, suggesting that they could also be included in the ReniSUS list.listelement.badge.dso-typeItem, Efeitos de ensino de multiplicação por meio do ensino por matriz na emergência de respostas recombinadas(Universidade Federal de São Carlos, 2024-01-24) Picharillo, Alessandra Daniele Messali; Elias, Nassim Chamel; https://lattes.cnpq.br/4216525883778695; https://orcid.org/0000-0003-4197-623X; https://lattes.cnpq.br/6418472162902640; https://orcid.org/0000-0003-0212-8027With the technological advances present in society, education can take advantage of the benefits that the attractions of virtual environments have and, thus, promote conditions that enhance student learning. The main objective of this study was to verify the effects of matrix teaching on multiplication learning on the generativity of new mathematical repertoires with the additional objective of evaluating the effectiveness of the Besouriz computerized tool. 26 students aged between seven and 11 years-old participated in this study, being 16 with typical development and 12 with Autism Spectrum Disorder, enrolled in regular education or in a specialized institution. A written pre- and post-test design was used to assess multiplication repertoire. A multiple probe between stimulus groups design was also used. The independent variable was teaching multiplication through additive equivalent, using matrix training. The dependent variable was the participants' performance in the repertoire taught and assessed in written tests. The multiplication tables of one, two and three were taught. The results indicate that the game was efficient and effective regardless of the input repertoire, age and neurodevelopment condition. It is suggested that the study be expanded to other groups of special education students.listelement.badge.dso-typeItem, Prevendo a popularidade de um post no Instagram via métodos de Machine Learning(Universidade Federal de São Carlos, 2024-01-24) Silva, Marcos Costa da; Izbicki, Rafael; https://lattes.cnpq.br/9991192137633896This work was motivated by the current technological scenario in which we live, where people are increasingly connected on social networks, generating a vast amount of data daily. If used appropriately, these data can provide valuable insights in the digital market. By combining this source of information with modern methods of artificial intelligence, more specifically, machine learning algorithms, we were able to study the main characteristics that drive the popularity of a post on Instagram. In our research, we used a real database with profile information from 1887 Instagram users. Initially, we explored the data through statistical methods to understand its disposition and composition. Then, we selected the variables of interest and greater relevance to predict the popularity of a publication, using techniques such as feature importance through the LightGBM algorithm on the training set. Subsequently, we normalized the selected continuous variables and modeled the data using both the LightGBM algorithm and the Multilayer Perceptron neural network. As a final result, we concluded that the indicators developed during the feature engineering process, along with the variables from the original database such as the number of views, comments, followers, and the variables generated in Natural Language Processing (NLP) such as the sentiment of the caption, proved to be the most relevant for predicting the popularity of a post on Instagram. Among all the fitting tests performed, the model that demonstrated the best performance in handling the information was LightGBM, with optimized parameters, achieving an RMSE of 0.04 and an R2 of 0.99.listelement.badge.dso-typeItem, Fotografia e participação no cotidiano da educação infantil: um olhar para o protagonismo da criança(Universidade Federal de São Carlos, 2024-01-24) Mendes, Zilmar Maria Dias; Tomazzetti, Cleonice Maria; https://lattes.cnpq.br/4821077407620769; https://orcid.org/0000-0002-1976-4604; https://lattes.cnpq.br/8725517324561844The need to reflect on how to improve teaching practice and face the challenges posed by children's in-person return to Early Childhood Education spaces after the covid-19 pandemic permeates this research. This is an investigation carried out in a Municipal Early Childhood Education Center in the municipality of São Carlos/SP, which sought to understand how five-year-old children re-established their experiences in the Early Childhood Education school when they returned to activities in person, after the control of the covid-19 pandemic, using photography as a strategy for participation and protagonism. In order to carry out this study, the methodology adopted followed a qualitative approach whose chosen method was Case Study. The theoretical framework of this study is based on Paulo Freire, to discuss Democratic Education; Lev S. Vigotski and the Historical-Cultural Theory, to lead the discussion on children's development through interaction in the social and cultural environment; Júlia Formosinho and João O. Formosinho, to deal with participatory pedagogies in which the children are at the center of the knowledge-building process; Carla Rinaldi in her notes on the importance of listening in the teaching-learning process; Boris Kossoy and Roland Barthes contribute with a theoretical basis on photography, which is an important element in this study. The data used in the research are the images produced by the children and the teacher, as well as the teacher's pedagogical documentation. This study made it possible to reflect on the practice of photographic recording as a listening strategy in early childhood education, as well as a form of expression that allows the teacher to develop a more detailed view of the children's experiences. In the research, the photographic record made by the children was approached as a way of interacting and playing a leading role in the educational process, providing new experiences for the children and the teacher through the exercise of observation and listening and also through the construction of their pedagogical documentation, for which photographic production with and by the children was an essential element. By looking at her own practice and giving visibility to the children's protagonism, the teacher became the protagonist and the children appropriated new conceptions built up in the educational context.