One of the biggest challenges today faced by people over 60 years of age is technological news, these people nowadays feel more alone than in the past, family members seem more distant and less attentive to their elderly, because most of the day they stay connected even at meals at home, meanwhile, their elderly are without communication or even without attention. The idea is not only to introduce the elderly to technologies, but also how to make this transition from the real world to the digital one, in a way that does not cause even a trauma, as most of them are unable to keep up with these technological changes. The elderly inclusion project using the BYOD methodology in the Municipal Park for the Elderly was motivated due to having the highest concentration of elderly people in the state practicing some activity in order to fill this time gap, working mind and body. The idea of using the BYOD methodology, is that today the Park's technological equipment is mostly gone and the few that exist are broken or outdated, and the institution does not have more funds to renovate its computer lab, with that, the main objective of our article is to make digital inclusion using the personal technological equipment of the elderly in a place with comfort and tranquility.
The objective of this article was to present the Selenium tool in conjunction with the Java Web program language and the need to use automated tests to ensure a system (software) of quality and reliability, thereby preventing occasional failures, extra expenses, loss of reputation commercial, among other annoying. Nowadays it is still very common for companies to carry out the testing of their systems manually and this can cause numerous problems for companies and customers, who may come to deposit personal information on the website, especially e-commerce systems that in addition of personal information, they also tend to take advantage of addresses and the various forms of online financial transactions. The tests performed in an automated way are faster than manual tests and this tends to decrease the delivery delay of the projects, besides making it easier for the tests to be carried out during the development of the system, thereby reducing the problems that may occur before version which will be made available to the customer or end user.
Electromagnetic waves are present in most of the main equipment used by humans. The advancement of 5G mobile network technology has been gaining ground in the telecommunications market and with it both positive and potentially negative consequences as it is used. Fundamental research has been conducted to gain knowledge and familiarity with 5G technology, how it works and its millimeter waves, which is a new range of the electromagnetic spectrum, which works with this new very high frequency and the first time used in technology. mobile network, as well as exploratory research through techniques such as bibliographic surveys in search of data such as frequency, related to 5G and the equipment transmitting electromagnetic waves, and conducting a comparative study to determine through the data collected from both , pointing out studies that present the evils that may cause the human being due to the use of high frequency. According to the results obtained on the 5G, the use of mobile network frequency presents no risks compared to other equipment that humans have been using. Therefore, despite the research results, it is still too early to point out possible damage over the years with the use of this technology, not ruling out possible consequences.
Um conjunto de vantagens da inclusão de jogos digitais no ensino-aprendizagem, mostra as possibilidades de ser uma ferramenta rica na construção do conhecimento, tornando o brincar uma atividade de aprendizagem e ensino, estabelecendo os objetivos necessários para alcançar a aprendizagem. A discussão sobre o ensino de jogos digitais na educação não é apenas útil. mesmo um jogo bem desenhado pode apresentar algumas desvantagens, por exemplo: se não for bem executado, perde o propósito; nem todos os conceitos podem ser explicados por meio de jogos; se o professor intervém com frequência, ele perde sua ludicidade; e quando o aluno é obrigado a jogar por insistência do professor, ele fica chateado. Nesse sentido, fica clara a necessidade de analisar a produção científica nacional sobre o ensino e a aprendizagem da programação de jogos digitais. Nesse contexto o presente artigo possui como objetivo geral analisar os benefícios da utilização de jogos digitais no ensino de programação para crianças. A metodologia utilizada foi de revisão de literatura narrativa. Pode-se concluir que O pensamento computacional e a prática de programação tornam-se aliados importantes no desenvolvimento da resolução de problemas. Aprender a programar afeta as habilidades relacionadas ao pensamento lógico e matemático, que são úteis em muitos outros processos de aprendizagem e no desenvolvimento do pensamento computacional. Ao ensinar programação, os alunos desenvolvem suas mentes cognitivas porque estimulam o pensamento desenvolvendo a lógica dos jogos.
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