3D printing is a technology that allows manufacturing objects from a virtual model. The field of education has appropriated its use due to its potential to contribute to the teaching-learning process, especially for the education of the visually impaired. Visually impaired people develop their skills through alternative means, mainly using auditory and tactile landmarks as a way of obtaining information. Within the innovative perspectives for education, this study aims to propose a learning tool using 3D printing technology to build a board game employed for the use of unplugged programming language in the education of children visually impaired for their development of logical thinking skills. The learning tool production started in its modeling performed using specific software that generated 3D virtual models. Later, these files were sent to a 3D printer for printing, using the fused filament fabrication, originating physical copies of modeled objects. Then, the objects, now printed, went through a finishing process for their completion. Part of the game components received braille indications accordingly to the proposed in this study. As a result, we obtained a game prototype adapted for the visually impaired, made through 3D printing, with the potential to assist in the teaching-learning process.
projeto de extensão com decorrências no contexto contemporâneo de consumo. Para isso, foi realizada uma análise por meio das confluências entre a literatura e o arsenal documental do projeto para sua caracterização extensionistas. Observou-se, a partir da pesquisa, que o Clube de Trocas tem possibilitado a ressignificação do consumo e a mitigação de suas consequências, pautando assim a construção de uma nova epistemologia benéfica e solidária. Além disso, o mesmo tem se apresentado como um espaço potencial para a formação coletiva que propicia a experimentação e a vivência de outra dinâmica de consumo, direta, critica e socializadora.
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