The use of multi-criteria decision-making methods aims to optimize decision-making process from sets of criteria and characteristics that are sometimes disregarded in other ways of selecting priorities for the decision task. Accordingly, decisions that require technical criteria for the implementation of public services can benefit from the use of, for example, the Analytic Hierarchy Process (AHP). The purpose of this paper is to demonstrate how and based on what objective and subjective criteria the AHP can be used to decide where to implement the Casa da Mulher Brasileira, one of the main facilities to assist women victims of violence, in the Metropolitan Region of Belém, capital of Pará, Amazon. Using as criteria Cases of Violence, Female Population in each of the five municipalities and Accessibility to them, it was verified that the capital, Belém do Pará, is the most appropriate municipality to receive the public facility within the region considered.
The Amazon has been jointly glimpsed as a space where a wide range of differences emerge, both within and outside the region. Establishing ways to measure these diversities through the prism of the quality of life and well-being of their populations is an urgent initiative to be satisfied. Thus, this article presents the application of the PICOC methodology for mapping the indicators from the actions that represent the quality of life and welfare of the population of the Brazilian Amazon. A systematic mapping was carried out in five scientific databases in order to map works published in the period from 2017 to 2021. As results, 31 indices related to quality of life and well-being were found arranged in the dimensions of environment, health, education, governance, social programs, and income. The dimensions of environment, health, education, governance, and social programs and income are the main recurrences. The findings allowed as contributions: (i) quantify and qualify the works, listing their sources, year of publication, area of application and repository of origin; (ii) identify the most recurrent dimensions of the indicators found; (iii) relate the indexes to the quantities of dimensions that compose them.
Violence against women is a problem faced in several ways, in various societies; however, the introduction of computational tools is something still little explored in this confrontation. Thus, it is necessary to invest in researches that bring technological development closer to the prevention, discovery, and combat of this form of violence. This paper presents the Women's Health Observer Tool (WHOT) that helps to build psychobehavioral profiles of women victims of violence, based on three features: i) recognition of facial expressions to infer emotions; ii) provision of digital questionnaires on intimate partner violence (IPV), adverse childhood experiences (ACE) and post-traumatic stress disorder (PTSD); and iii) generation of individual reports with cross-references of statistical analysis between the data obtained in each interview. To validate the tool, a case study was conducted with 50 women assisted in basic health units in a city of the Brazilian Amazon for prenatal care. The results are satisfactory for the use of the tool, which was able to infer emotions (joy, surprise, sadness, and anger), and the prevalence of sadness (25.24%) was verified among the interviewees. For ACE, the majority (21) of the women reported having suffered only physical abuse; as for IPV, the majority of the interviewees (27) reported no abuse; and 78% of the women (39) had no indicative signs of PTSD. The results further point out that there is 3.94 more chance that the group of women who reported any abuse, either in childhood or adulthood, compared to the reference group, would develop PTSD.
Educational games have been designed in this study with the aim ofarousing an interest in environmental education among 5th grade student , whichinvolve making sustainable use of the river that flows through the municipality ofInhangapi, located in the North-East of Para State´. The students’ gain inknowledge regarding the subjects covered in class was assessed at the end of thestudents´ game activities that involved the subjects taught. The results showed thatthe use of game construction contributed to the teaching and learning process withregard to the concepts of Computing and environmental education because almost60 % of the students correctly applied what they had been taught about gameconstruction.
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