Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos

Detalhes bibliográficos
Ano de defesa: 2022
Autor(a) principal: Karling, Daniel Antonio lattes
Orientador(a): Rizzi, Claudia Brandelero lattes
Banca de defesa: Santa Catarina, Adair lattes, Berssanette, João Henrique lattes, Rizzi, Rogério Luis lattes
Tipo de documento: Dissertação
Tipo de acesso: Acesso aberto
Idioma: por
Instituição de defesa: Universidade Estadual do Oeste do Paraná
Cascavel
Programa de Pós-Graduação: Programa de Pós-Graduação em Ciência da Computação
Departamento: Centro de Ciências Exatas e Tecnológicas
País: Brasil
Palavras-chave em Português:
Palavras-chave em Inglês:
Área do conhecimento CNPq:
Link de acesso: https://tede.unioeste.br/handle/tede/6833
Resumo: The technical education of professionals in the field of computer science, especially with regard to teaching algorithms and programming, faces significant challenges, such as students’ lack of motivation, their unfamiliarity with the relevant content, their inability to understand abstractions, the use of inappropriate materials, and more. To face these challenges, emphasis was placed on a theoretically based teaching sequence with the application of specific methods and techniques and the implementation of the resulting analyses. A didactic sequence, called Module I, was elaborated based on the Meaningful Learning Theory (MLT), learning based on digital games, considering Bloom’s Taxonomy and the references developed by the Brazilian Computer Society (SBC) for computer education, in accordance with the National Curriculum Guidelines (DCN). Module I included initial concepts such as variables, data types, data input and output, logical and relational operations, selection and repetition structures. Among the didactic materials developed and used, the most important is a Learning Environment Online based on digital games called Gaya - In Search of Redemption. Module I was applied in the context of a case study conducted with computer science students enrolled in Algorithms (n = 17) at a public university in 2020, the majority of whom (n = 14) had previously failed in this subject. Quantitative data were collected in the form of tests, assignments, and the performance of stundents on Gaya games, as well as qualitative data obtained through questionnaires, semi-structured interviews, and observations of classroom activities. Data analysis showed that Gaya generally exerted a positive influence, which respondents attributed to its interactivity, content rehearsal, ease of viewing, and greater fun factor. These results were confirmed by data collected in a semi-structured interview with the professor of the subject and with two professors who have already taught algorithms. Regarding the learning potential of Gaya, students scored 81 on the first assessment and 71 on the last assessment (0 to 10 scale), indicating a high learning potential. The Cronbach’s alpha of the survey instruments was 0.79 and 0.77, respectively, indicating good internal consistency. A high correlation was found between the Module I grade point average and the final subject average, whose linear Pearson correlation was 0.88; a correlation coefficient of 0.81 was found between the test scores and the final subject averages, and a correlation coefficient of 0.89 was found between the scores of Tests 1 and 2, leading to the conclusion that student performance remained very similar. It was possible to show some evidence of Meaningful Learning and relate it to aspects of Bloom’s Taxonomy from the summative assessment. Students’ responses indicated that they acquired knowledge whether it was covered in class, on the homework, or through Gaya. However, Gaya was found to address the three main features of MLT, i.e., it takes into account students’ prior knowledge, presents potentially significant material, and stimulates learning, marking it as a relevant pedagogical tool in the context of teaching. and initial learning of algorithms. The observations of the professor of the discipline and the qualitative and quantitative analysis of the activities performed by the students, as well as the statistical similarity of the grades of these students in the following discipline (Data Structure) compared to the rest of the class, are also evidence of Meaningful Learning. However, a reverse effect was noticeable in the use of the Online Environment with some students with more knowledge in Algorithms, indicating necessary improvements in the mechanism that automatically makes new phases available.
id UNIOESTE-1_f7756b0d5f100ee144b3ed458563654f
oai_identifier_str oai:tede.unioeste.br:tede/6833
network_acronym_str UNIOESTE-1
network_name_str Biblioteca Digital de Teses e Dissertações do UNIOESTE
repository_id_str
spelling Rizzi, Claudia Brandelerohttp://lattes.cnpq.br/2203704515345173Santa Catarina, Adairhttp://lattes.cnpq.br/7041836941307184Berssanette, João Henriquehttp://lattes.cnpq.br/4957636385989608Rizzi, Rogério Luishttp://lattes.cnpq.br/658292405336429http://lattes.cnpq.br/3657386675052708Karling, Daniel Antonio2023-09-26T15:09:07Z2022-09-28KARLING, Daniel Antonio. Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos. 2022. 212 f. Dissertação (Mestrado em Ciência da Computação) - Universidade Estadual do Oeste do Paraná, Cascavel.https://tede.unioeste.br/handle/tede/6833The technical education of professionals in the field of computer science, especially with regard to teaching algorithms and programming, faces significant challenges, such as students’ lack of motivation, their unfamiliarity with the relevant content, their inability to understand abstractions, the use of inappropriate materials, and more. To face these challenges, emphasis was placed on a theoretically based teaching sequence with the application of specific methods and techniques and the implementation of the resulting analyses. A didactic sequence, called Module I, was elaborated based on the Meaningful Learning Theory (MLT), learning based on digital games, considering Bloom’s Taxonomy and the references developed by the Brazilian Computer Society (SBC) for computer education, in accordance with the National Curriculum Guidelines (DCN). Module I included initial concepts such as variables, data types, data input and output, logical and relational operations, selection and repetition structures. Among the didactic materials developed and used, the most important is a Learning Environment Online based on digital games called Gaya - In Search of Redemption. Module I was applied in the context of a case study conducted with computer science students enrolled in Algorithms (n = 17) at a public university in 2020, the majority of whom (n = 14) had previously failed in this subject. Quantitative data were collected in the form of tests, assignments, and the performance of stundents on Gaya games, as well as qualitative data obtained through questionnaires, semi-structured interviews, and observations of classroom activities. Data analysis showed that Gaya generally exerted a positive influence, which respondents attributed to its interactivity, content rehearsal, ease of viewing, and greater fun factor. These results were confirmed by data collected in a semi-structured interview with the professor of the subject and with two professors who have already taught algorithms. Regarding the learning potential of Gaya, students scored 81 on the first assessment and 71 on the last assessment (0 to 10 scale), indicating a high learning potential. The Cronbach’s alpha of the survey instruments was 0.79 and 0.77, respectively, indicating good internal consistency. A high correlation was found between the Module I grade point average and the final subject average, whose linear Pearson correlation was 0.88; a correlation coefficient of 0.81 was found between the test scores and the final subject averages, and a correlation coefficient of 0.89 was found between the scores of Tests 1 and 2, leading to the conclusion that student performance remained very similar. It was possible to show some evidence of Meaningful Learning and relate it to aspects of Bloom’s Taxonomy from the summative assessment. Students’ responses indicated that they acquired knowledge whether it was covered in class, on the homework, or through Gaya. However, Gaya was found to address the three main features of MLT, i.e., it takes into account students’ prior knowledge, presents potentially significant material, and stimulates learning, marking it as a relevant pedagogical tool in the context of teaching. and initial learning of algorithms. The observations of the professor of the discipline and the qualitative and quantitative analysis of the activities performed by the students, as well as the statistical similarity of the grades of these students in the following discipline (Data Structure) compared to the rest of the class, are also evidence of Meaningful Learning. However, a reverse effect was noticeable in the use of the Online Environment with some students with more knowledge in Algorithms, indicating necessary improvements in the mechanism that automatically makes new phases available.A formação técnica de profissionais na área da Computação, principalmente no que tange ao ensino de Algoritmos e Programação, enfrenta desafios importantes, como a falta de motivação dos estudantes, sua pouca familiaridade com conteúdos relacionados, inabilidade com abstrações, uso de materiais inapropriados, entre outros. O enfrentamento a esses de safios tem focado na ação docente fundamentada teórica e metodologicamente na aplicação de métodos e técnicas específicas bem como na realização de análises decorrentes, per curso realizado durante o desenvolvimento da presente pesquisa. Uma Sequência Didática, denominada Módulo I, foi elaborada com base na Teoria da Aprendizagem Significativa (TAS), na Aprendizagem Baseada em Jogos Digitais considerando a Taxionomia de Bloom, e nos Referenciais de Formação em Computação desenvolvidos pela Sociedade Brasileira de Computação (SBC) em consonância com as Diretrizes Curriculares Nacionais (DCN). O Módulo I abrangeu conceitos iniciais incluindo variáveis, tipos de dados, entrada e saída de dados, operações lógicas e relacionais, estruturas de seleção e de repetição. Dentre o conjunto de materiais didáticos elaborados e utilizados, o principal deles constitui um Ambiente Online de aprendizagem baseado em jogos digitais, nomeado Gaya - Em Busca da Redenção, que foi especificado, desenvolvido e testado. A aplicação do Módulo I se deu por meio de um estudo de caso realizado com estudantes de graduação em Ciência da Computação matriculados em 2020 na disciplina de Algoritmos (n = 17) em uma universidade pública, sendo que a maioria (n = 14) deles já havia reprovado anteriormente nessa disciplina. Dados quantitativos referentes a provas, trabalhos, execução dos jogos de Gaya foram coletados, assim como dados qualitativos obtidos por meio de questio nários, entrevistas semiestruturadas e observações de atividades realizadas em aulas. A análise dos dados apontou que, em geral, Gaya exerceu influência positiva, justificada pelos respondentes pela interatividade, prática dos conteúdos, fácil visualização e por proporcionar maior diversão. Esses resultados foram corroborados por dados coletados em entrevista semiestruturada com a docente da disciplina e com dois professores que já ministraram Algoritmos. Com relação ao potencial de Gaya em propiciar aprendizagem, na opinião dos estudantes, obtiveram-se as notas 81 na avaliação inicial e 71 na avaliação final (escala de 0 a 10), indicando alto potencial de aprendizagem, sendo que o Alfa de Cronbach dos instrumentos de coleta foram 0,79 e 0,77, respectivamente, indicando boa consistência interna. Foi observada alta correlação de Pearson entre a média das notas do Módulo I e a média final da disciplina:0,88; obtiveram-se os coeficientes de correlação de 0,81 entre as notas da prova e as médias finais da disciplina e de 0,89 entre as notas das provas 1 e 2, o que leva a concluir que o desempenho dos estudantes manteve-se bastante similar – e elevado – no decorrer da disciplina de Algoritmos. Foi possível apontar algumas evidências de Aprendizagem Significativa e relacioná-las a aspectos da Taxionomia de Bloom a partir da avaliação somativa. As respostas e justificativas dadas pelos estudantes indicaram que eles se apropriaram dos conhecimentos, quer tenham sido abordados em sala, trabalhos ou por Gaya. Identificou-se que Gaya contempla as três grandes características da TAS, ou seja, considera conhecimentos prévios dos estudantes, constitui um material potencialmente significativo e estimula a disposição a aprender, o que o caracteriza como um instrumento pedagógico relevante no escopo do ensino e da aprendizagem inicial de Algoritmos. Evidências de Aprendizagem Significativa também foram encontradas nas observações da docente da disciplina e nas análises quali e quantitativa das atividades realizadas pelos estudantes, além da semelhança estatística das notas desses alunos na disciplina seguinte (Estrutura de Dados) ao compará-las com as do restante da turma. Entretanto, foi perceptível um efeito reverso no uso do Ambiente Online com alguns estudantes com mais conhecimentos em Algoritmos, indicando melhorias necessárias no mecanismo que disponibiliza novas fases automaticamente.Submitted by Rosangela Silva (rosangela.silva3@unioeste.br) on 2023-09-26T15:09:07Z No. of bitstreams: 2 Daniel Antonio Karling.pdf: 7815689 bytes, checksum: 581c6e1d0eb295eab902bc660b886d65 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)Made available in DSpace on 2023-09-26T15:09:07Z (GMT). No. of bitstreams: 2 Daniel Antonio Karling.pdf: 7815689 bytes, checksum: 581c6e1d0eb295eab902bc660b886d65 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2022-09-28Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESapplication/pdfpor6588633818200016417500Universidade Estadual do Oeste do ParanáCascavelPrograma de Pós-Graduação em Ciência da ComputaçãoUNIOESTEBrasilCentro de Ciências Exatas e Tecnológicashttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessEnsino AprendizagemAlgoritmosAprendizagem SignificativaJogos digitaisTeaching LearningAlgorithmsDigital gamesMeaningful LearningCIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAODesenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de AlgoritmosDevelopment and Evaluation of a Online Environment Based on Digital Games for Meaningful Learning of Algorithms.info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesis197499653308127447060060060022143744428683820152075167498588264571reponame:Biblioteca Digital de Teses e Dissertações do UNIOESTEinstname:Universidade Estadual do Oeste do Paraná (UNIOESTE)instacron:UNIOESTEORIGINALDaniel Antonio Karling.pdfDaniel Antonio Karling.pdfapplication/pdf7815689http://tede.unioeste.br:8080/tede/bitstream/tede/6833/5/Daniel+Antonio+Karling.pdf581c6e1d0eb295eab902bc660b886d65MD55CC-LICENSElicense_urllicense_urltext/plain; charset=utf-849http://tede.unioeste.br:8080/tede/bitstream/tede/6833/2/license_url4afdbb8c545fd630ea7db775da747b2fMD52license_textlicense_texttext/html; charset=utf-80http://tede.unioeste.br:8080/tede/bitstream/tede/6833/3/license_textd41d8cd98f00b204e9800998ecf8427eMD53license_rdflicense_rdfapplication/rdf+xml; charset=utf-80http://tede.unioeste.br:8080/tede/bitstream/tede/6833/4/license_rdfd41d8cd98f00b204e9800998ecf8427eMD54LICENSElicense.txtlicense.txttext/plain; charset=utf-82165http://tede.unioeste.br:8080/tede/bitstream/tede/6833/1/license.txtbd3efa91386c1718a7f26a329fdcb468MD51tede/68332023-09-28 09:46:35.771oai:tede.unioeste.br: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Biblioteca Digital de Teses e Dissertaçõeshttp://tede.unioeste.br/PUBhttp://tede.unioeste.br/oai/requestbiblioteca.repositorio@unioeste.bropendoar:2023-09-28T12:46:35Biblioteca Digital de Teses e Dissertações do UNIOESTE - Universidade Estadual do Oeste do Paraná (UNIOESTE)false
dc.title.por.fl_str_mv Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos
dc.title.alternative.eng.fl_str_mv Development and Evaluation of a Online Environment Based on Digital Games for Meaningful Learning of Algorithms.
title Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos
spellingShingle Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos
Karling, Daniel Antonio
Ensino Aprendizagem
Algoritmos
Aprendizagem Significativa
Jogos digitais
Teaching Learning
Algorithms
Digital games
Meaningful Learning
CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
title_short Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos
title_full Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos
title_fullStr Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos
title_full_unstemmed Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos
title_sort Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos
author Karling, Daniel Antonio
author_facet Karling, Daniel Antonio
author_role author
dc.contributor.advisor1.fl_str_mv Rizzi, Claudia Brandelero
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/2203704515345173
dc.contributor.referee1.fl_str_mv Santa Catarina, Adair
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/7041836941307184
dc.contributor.referee2.fl_str_mv Berssanette, João Henrique
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/4957636385989608
dc.contributor.referee3.fl_str_mv Rizzi, Rogério Luis
dc.contributor.referee3Lattes.fl_str_mv http://lattes.cnpq.br/658292405336429
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/3657386675052708
dc.contributor.author.fl_str_mv Karling, Daniel Antonio
contributor_str_mv Rizzi, Claudia Brandelero
Santa Catarina, Adair
Berssanette, João Henrique
Rizzi, Rogério Luis
dc.subject.por.fl_str_mv Ensino Aprendizagem
Algoritmos
Aprendizagem Significativa
Jogos digitais
topic Ensino Aprendizagem
Algoritmos
Aprendizagem Significativa
Jogos digitais
Teaching Learning
Algorithms
Digital games
Meaningful Learning
CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
dc.subject.eng.fl_str_mv Teaching Learning
Algorithms
Digital games
Meaningful Learning
dc.subject.cnpq.fl_str_mv CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
description The technical education of professionals in the field of computer science, especially with regard to teaching algorithms and programming, faces significant challenges, such as students’ lack of motivation, their unfamiliarity with the relevant content, their inability to understand abstractions, the use of inappropriate materials, and more. To face these challenges, emphasis was placed on a theoretically based teaching sequence with the application of specific methods and techniques and the implementation of the resulting analyses. A didactic sequence, called Module I, was elaborated based on the Meaningful Learning Theory (MLT), learning based on digital games, considering Bloom’s Taxonomy and the references developed by the Brazilian Computer Society (SBC) for computer education, in accordance with the National Curriculum Guidelines (DCN). Module I included initial concepts such as variables, data types, data input and output, logical and relational operations, selection and repetition structures. Among the didactic materials developed and used, the most important is a Learning Environment Online based on digital games called Gaya - In Search of Redemption. Module I was applied in the context of a case study conducted with computer science students enrolled in Algorithms (n = 17) at a public university in 2020, the majority of whom (n = 14) had previously failed in this subject. Quantitative data were collected in the form of tests, assignments, and the performance of stundents on Gaya games, as well as qualitative data obtained through questionnaires, semi-structured interviews, and observations of classroom activities. Data analysis showed that Gaya generally exerted a positive influence, which respondents attributed to its interactivity, content rehearsal, ease of viewing, and greater fun factor. These results were confirmed by data collected in a semi-structured interview with the professor of the subject and with two professors who have already taught algorithms. Regarding the learning potential of Gaya, students scored 81 on the first assessment and 71 on the last assessment (0 to 10 scale), indicating a high learning potential. The Cronbach’s alpha of the survey instruments was 0.79 and 0.77, respectively, indicating good internal consistency. A high correlation was found between the Module I grade point average and the final subject average, whose linear Pearson correlation was 0.88; a correlation coefficient of 0.81 was found between the test scores and the final subject averages, and a correlation coefficient of 0.89 was found between the scores of Tests 1 and 2, leading to the conclusion that student performance remained very similar. It was possible to show some evidence of Meaningful Learning and relate it to aspects of Bloom’s Taxonomy from the summative assessment. Students’ responses indicated that they acquired knowledge whether it was covered in class, on the homework, or through Gaya. However, Gaya was found to address the three main features of MLT, i.e., it takes into account students’ prior knowledge, presents potentially significant material, and stimulates learning, marking it as a relevant pedagogical tool in the context of teaching. and initial learning of algorithms. The observations of the professor of the discipline and the qualitative and quantitative analysis of the activities performed by the students, as well as the statistical similarity of the grades of these students in the following discipline (Data Structure) compared to the rest of the class, are also evidence of Meaningful Learning. However, a reverse effect was noticeable in the use of the Online Environment with some students with more knowledge in Algorithms, indicating necessary improvements in the mechanism that automatically makes new phases available.
publishDate 2022
dc.date.issued.fl_str_mv 2022-09-28
dc.date.accessioned.fl_str_mv 2023-09-26T15:09:07Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
format masterThesis
status_str publishedVersion
dc.identifier.citation.fl_str_mv KARLING, Daniel Antonio. Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos. 2022. 212 f. Dissertação (Mestrado em Ciência da Computação) - Universidade Estadual do Oeste do Paraná, Cascavel.
dc.identifier.uri.fl_str_mv https://tede.unioeste.br/handle/tede/6833
identifier_str_mv KARLING, Daniel Antonio. Desenvolvimento e Avaliação de Ambiente Online Baseado em Jogos Digitais para Aprendizagem Significativa de Algoritmos. 2022. 212 f. Dissertação (Mestrado em Ciência da Computação) - Universidade Estadual do Oeste do Paraná, Cascavel.
url https://tede.unioeste.br/handle/tede/6833
dc.language.iso.fl_str_mv por
language por
dc.relation.program.fl_str_mv 1974996533081274470
dc.relation.confidence.fl_str_mv 600
600
600
dc.relation.department.fl_str_mv 2214374442868382015
dc.relation.sponsorship.fl_str_mv 2075167498588264571
dc.rights.driver.fl_str_mv http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidade Estadual do Oeste do Paraná
Cascavel
dc.publisher.program.fl_str_mv Programa de Pós-Graduação em Ciência da Computação
dc.publisher.initials.fl_str_mv UNIOESTE
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Centro de Ciências Exatas e Tecnológicas
publisher.none.fl_str_mv Universidade Estadual do Oeste do Paraná
Cascavel
dc.source.none.fl_str_mv reponame:Biblioteca Digital de Teses e Dissertações do UNIOESTE
instname:Universidade Estadual do Oeste do Paraná (UNIOESTE)
instacron:UNIOESTE
instname_str Universidade Estadual do Oeste do Paraná (UNIOESTE)
instacron_str UNIOESTE
institution UNIOESTE
reponame_str Biblioteca Digital de Teses e Dissertações do UNIOESTE
collection Biblioteca Digital de Teses e Dissertações do UNIOESTE
bitstream.url.fl_str_mv http://tede.unioeste.br:8080/tede/bitstream/tede/6833/5/Daniel+Antonio+Karling.pdf
http://tede.unioeste.br:8080/tede/bitstream/tede/6833/2/license_url
http://tede.unioeste.br:8080/tede/bitstream/tede/6833/3/license_text
http://tede.unioeste.br:8080/tede/bitstream/tede/6833/4/license_rdf
http://tede.unioeste.br:8080/tede/bitstream/tede/6833/1/license.txt
bitstream.checksum.fl_str_mv 581c6e1d0eb295eab902bc660b886d65
4afdbb8c545fd630ea7db775da747b2f
d41d8cd98f00b204e9800998ecf8427e
d41d8cd98f00b204e9800998ecf8427e
bd3efa91386c1718a7f26a329fdcb468
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
MD5
MD5
repository.name.fl_str_mv Biblioteca Digital de Teses e Dissertações do UNIOESTE - Universidade Estadual do Oeste do Paraná (UNIOESTE)
repository.mail.fl_str_mv biblioteca.repositorio@unioeste.br
_version_ 1794618527816089600