Paleontology has an important role in the formation of critical and participatipe citizens in the society. Educative games allow the development of strategies to the transmission of the Paleontological knowledge of more dynamic and attractive way. The work was carried with students of Basic Education allowing to insert the paleontological knowledge in a ludic way.
Wild animal trafficking is a growing practice worldwide and a complex problem that brings a lot of profit, moving billions of dollars. This illegal trade has Brazil as route due to its rich biodiversity. It is widespread throughout the state of Pernambuco, having constant growth because the state is in a geographical position that favors this type of illegal practice and has a great diversity of species. Thus, the objective of the study was to perform a spatial analysis of wild bird trafficking in the municipalities of the state of Pernambuco in the period from 2016 to 2021, through an exploratory data analysis with seven variables that could explain its occurrence. It was used as methodology the global and local Moran’s indexes, all implemented in the Geographic Information System software. The findings revealed that the municipalities that showed high average rates of wild bird trafficking in the investigated period, in general, are geographically close to those that also showed high rates of seizure of birds, Intentional Lethal Violent Crime, Violent Crime against Property, and unemployment. In general, the results allowed us to conclude that the methods of spatial cluster analysis proved satisfactory for the analysis in question. Moreover, it is important to note that the precarious enforcement favors the continuity of this practice, and there is an urgent need for environmental policies to restrain it effectively.
Este trabalho analisou a eficiência do uso de metodologia ativa no ensino de evolução através de jogos e plataformas virtualizadas. Para isso, foi elaborado a Gamificação em formato de Quiz e Histórias em Quadrinhos (HQ) como instrumentos pedagógicos virtualizados que foram aplicados em uma turma de 30 alunos, 3º ano do ensino médio, de uma intuição escolar pública, na cidade de Aracaju -Sergipe, em outubro de 2020. Os recursos foram avaliados com base nas seguintes categorias: avaliação pedagógica, experiência do usuário e interface. Observou-se, que os instrumentos pedagógicos são fundamentais para potencializar a aprendizagem dos alunos, e que os mesmos apreciam a utilização de Gamificação e HQ nas aulas de Biologia, os quais demostraram que os níveis de alfabetização biológica foram elucidados em sua maioria de maneira plena.
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