Artigos
RESUMO:Este artigo trata do desenvolvimento de um portal digital para divulgar as ações executadas pelo projeto de extensão da UNIVALI/Cejurps -Programa de Formação e Assessoria em Cidadania Infanto-juvenil -que possui o objetivo de ser uma ferramenta de inclusão digital para crianças e adolescentes. No portal existe um espaço para divulgar novidades, eventos, publicação de artigos, novas parcerias e um fórum para manter contato com os administradores e esclarecer dúvidas na interação com as crianças e os adolescentes. No trabalho de extensão foi utilizado para elaboração do portal e do jogo digital o método indutivo, já que cada etapa foi elaborada e trabalhada detalhadamente para obter-se o resultado final, qual seja, o sítio na internet, com a criação de um jogo digital. O método de procedimento foi o empírico, já que se obteve o auxílio de crianças e adolescentes para a elaboração de cada etapa, fortalecendo o papel da criança como ator social, na busca de um resultado mais efetivo e condizendo com a realidade das crianças.Palavras-chave: Infância. Inclusão digital. Cidadania.Abstract: This project focuses on the development of a digital portal to disseminate the actions of the extension project of UNIVALI/Cejurps -Programa de Formação e Assessoria em Cidadania Infantojuvenil [Program for Training and Advice in Citizenship for Children and Young People), which is intended as a tool for digital inclusion of children and young people. The portal has a space for disseminating news, events, articles, new partnerships, and a forum to keep in touch with administrators and clear up doubts in the interaction with children and adolescents. In the extension work, the inductive method was used to create a portal and a digital game, perfecting the details in each stage, to obtain the final result, i.e. the Internet website, with the creation of a digital game. The procedural method was empirical, as it included the help of children and adolescents in the elaboration of each stage, strengthening the role of the child as a social actor in the search for a more effective result that is more in keeping with the the children's reality
The ability to computationally think is considered one of the mostimportant skills for citizenship in the 21st century. Considering thatstudents are motivated when using games to learn and that formaleducation tends not to be fun and often less challenging. This paperimplemented a board game capable of stimulating skills learningrelated. The developed game is a story-based board game RPG inwhich in-battle actions are programmed by the player. It was possibleto notice the increase in players' abstraction and debugging capacity,especially when played cooperatively.
The use of Artificial Intelligence approaches as NPCs in games is a very common practice, as they seek to convey the impression to players that these characters are somewhat autonomous. One of the approaches used is the technique called NEAT, which consists of making use of artificial neural networks together with genetic algorithms to manage the topology, connections, and weights of a network in an adaptive way. This work presents the proposal to create an NPC for games in a subcategory of board games, those based on bluff and incomplete information. The game used as a case study is One Night Ultimate Werewolf, a social deduction game, so that information is incomplete for players, and part of them must use the bluff in order to confuse other players. The objective is to evaluate the possibility of modeling the behaviors of this type of game for the application of NEAT.
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