80 resultados para Administração de tecnologia de informação
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Universidade Federal do Rio Grande do Norte
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This thesis was elaborated in the scenario of Digital Metropolis Institute (IMD) – a supplementary unit at the Federal University of Rio Grande do Norte in the training of personnel with technical and higher level courses whose technical level training is associated with a process of digital inclusion, with the purpose of attracting young people to this area, with emphasis on Software and Hardware Development. It aims to investigate the cognitive change of young apprentice on technological education and his/her entrance into the labor market, through the formation and the social inclusion proposed by the Instituto Metrópole Digital; understanding the juvenile subjectivity production through the Instituto Metrópole Digital’s education by performance in the labor market; recognizing the Brazilian professional qualification public policies for youth and identifying the role of Tutoring in the learning process during the course of formation of the young apprentice of the technological education proposed by the Instituto Metrópole Digital.The clipping of the object of investigation was the process of cognitive change and constitution of subjectivity of the young apprentice in information technology (IT) in the IMD. It was searched support in theory Freireana as proposal that problematizes the policies and the process of formation and professional qualification, in the perspective of a citizen and liberating consciousness. By qualitative and ethnographic nature, descriptive-explanatory, it counts with the participation of young people, high school students from public and private schools, aged between 15 and 18 years. There are strong aspects: a cognitive change on the young apprentice of technological education onto overdrive high school as the student of the Instituto Metrópole Digital; it happened the social integration for those who remain in the course, both in the neighborhood where they reside and at school where he attended high school, the young man is recognized and becomes reference to other young, favoring him a life projection which when the activities of mentoring is learning motivator, it exerts a positive influence to the young on the continuity of studies, it provides intellectual and institutional affiliation and continuity in the investments to the academic life for a better insertion in the labor market, which refers to the modification of the life project-invest in academic training, in exchange for a technical job in the labor market. There are weak aspects: the absence of professor in the course, in his most important role, which involves awareness of his/her condition in action, in explicit position that the professional practice constitutes as this constitution requires reciprocity of its students and the context in which it operates; fragile formation of mentoring, absence of dialogues in the classroom that favors the formation of subject learning, mainly in guiding action, mediator of the young; There is a lack of methodological proposal to develop real projects on the labor market with problem solving and collaborative learning. It considers that without converting information into knowledge cannot discern clearly enough that there is no direct causal relationship between Professional and technological Education and the level of employability of the young worker certificate. It suggests to the evasion: a greater knowledge of the reality of the student of the Institute Metropolis Digital; better knowledge of youth and their expectations of life project; the Tutoring will be Teacher-tutor; investing in employability conditions effective the young into the labor market.
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This is a qualitative and reflexive research with focus on digital literacy. Among the digital media that could support the teaching of argumentation in the Science & Technology and Information Technology undergraduate courses of the Federal University of Rio Grande do Norte, we chose a serious game as object of research. Given the object of study in the discipline of reading and writing II – argumentation and genre from the order of argumentative writing -, common to the undergraduate courses mentioned, we invest on the development of a serious game, named ArgumentACTION, because we believe that it may, in fact, become a promising didactic instrument. Therefore we intend to understand whether and how this game can help students develop their reading and writing skills more independently, specifically towards an argumentative order genre: the opinion piece. With this research, we intend to contribute to the teaching of the Portuguese language on three bases: extending theoretical scope, in order to generate greater intelligibility on the teaching-learning process of argumenting; proposing a new methodological possibility, with the incorporation of a serious games to teaching; perfecting the game with which we are working, in order to build – and make available – a more refined digital tool to subsidize the teaching and learning of reading and writing of opinion pieces. To do so, we use the following as theoretical-methodological: Studies of Literacy (KLEIMAN, 2012b; TINOCO, 2008; OLIVEIRA, 2010; GEE, 2009; 2010; ROJO, 2012), The Applied Linguistics (KLEIMAN, 1998; BUSH-LEE, 2009), The Philosophy of Language (BAKHTIN, VOLOSHINOV, 2012) and Critical Pedagogy (DEWEY, 2010). A group of students from the upper mentioned undergraduate courses collaborated with this research by playing and analyzing the game. They were also interviewed about their experience in this matter. From the data generated, we established the categories of analysis: decollection, interest, multimodality/multisemiosis and interactivity, agent of literacy, learning principles. The conclusions we obtained show that the investment in applications, especially games, can bring real benefits to the teaching/learning of the Portuguese language; moreover they reveal that the work on argumenting has much to gain with the incorporation of serious games; however the possible advantages depend on a focused teaching practice and constant improvements and updates of this type of interactive tool, as well as the pedagogical practice from those who use and develop the games.
Avaliação dos impactos do uso do sistema de gestão hospitalar no Hospital Universitário Onofre Lopes
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The object of this study was motivated by the need to know the possible causes of differences in results achieved in the implementation of a Computerised Management System (CMS) in a Federal University Hospital, located in northeastern Brazil, to understand the factors that influenced the results in different groups when was used the same systems implementation methodologies. Considering the implication of managers, health professionals, other professionals involved and the existing organizational structure in the period when implantation occurred, aimed to know the perception of these people about the development of CMS in the deployment process in your group or sector and also in the organization.The methodology used in this study was the content analysis which provides a rich set of methodological tools for evaluating speeches,enabling us to discourse from the unknown analysis and subjectivity, but with scientific rigor, allowing, at the end, to understand the disparity in results in the implementation of CMS.It was used as a research tool, a semi-structured interview, which exploits a qualitative approach, as suggested by the authors. It was used the approach of the episodic interview, to be more narrative about the experiences of the interview participants in their practical experience along the CMS deployment process in the hospital.Were interviewed three groups of professional and a group of managers, all with higher education in their professions and who participated in the entire implementation process from the beginning.It followed the Bardin's methodology (2009) in all the phases of treatment and interpretation of data, where emerged three categories: the "Thought and Knowledge"; the "Practices and Changes"; the "Obtained Results". From the category "Thought and Knowledge"emerged three subcategories: the "Administrative", the "Institutional" and the "IT Knowledge". From the category "Practices and Changes" emerged three subcategories: "Reality Prior to CMS"; "The IT Project and the implementation of CMS" and "Impacts of the CMS Implementation". From the category "Results Obtained" emerged three subcategories: "Benefits Promoted by CMS", "Dissatisfaction Observed" and "Level of Use and Understanding CMS ". It was observed that the lack of integration of the sectors was a determinant problem in the implementation of CMS. The CMS implementation project was not well dimensioned and divulged in the institution. Different models of leaderships and of objectives of the sectors influenced in the course of the CMS implementation process. We can mention that an CMS should be a consolidation of organizational practices tool already institutionalized and of integration amongthe sectors and not supporting to isolated practices and personalistsfrom sectors of the institution.
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GUEDES, Clediane de Araújo; FARIAS, Gabriela Belmont de. Information literacy: uma análise nas bibliotecas escolares da rede privada em Natal / RN. Revista Digital de Biblioteconomia e Ciência da Informação, Campinas, v. 4, n. 2, p. 110-133, jan./jun. 2007