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  <title>DSpace Coleção:</title>
  <link rel="alternate" href="https://repositorio.pucsp.br/jspui/handle/handle/18050" />
  <subtitle />
  <id>https://repositorio.pucsp.br/jspui/handle/handle/18050</id>
  <updated>2026-05-06T17:09:41Z</updated>
  <dc:date>2026-05-06T17:09:41Z</dc:date>
  <entry>
    <title>Lógica de programação e o lúdico: dos jogos aos fundamentos da programação</title>
    <link rel="alternate" href="https://repositorio.pucsp.br/jspui/handle/handle/46856" />
    <author>
      <name />
    </author>
    <id>https://repositorio.pucsp.br/jspui/handle/handle/46856</id>
    <updated>2026-04-29T12:14:38Z</updated>
    <published>2026-03-10T00:00:00Z</published>
    <summary type="text">Título: Lógica de programação e o lúdico: dos jogos aos fundamentos da programação
Abstract: This dissertation investigates the potential of a playful activity, developed using the board game Monopoly (Banco Imobiliário), for understanding the foundations of programming logic. The study is motivated by recurring difficulties, initially experienced by the researcher, in interpreting problems and translating them into algorithms. As a preliminary step of self-analysis, an Ishikawa Diagram was used to diagnose the causes of these personal difficulties, indicating that the obstacles transcend prior mathematical background, involving aspects related to the organization of logical thinking. The desire to support beginner students so they would not face the same obstacles drove the search for differentiated pedagogical strategies. The central hypothesis is that the game experience acts as a didactic metaphor, favoring the organization of reasoning by articulating concrete actions with formal logical structures. The research adopted a qualitative approach, of an applied nature and exploratory character, conducted with second-semester Computer Science students. The methodology involved a dynamic activity using specific cards to relate game events to five logical structures: input logic, validation logic, business logic, control logic, and output logic. Data were collected through questionnaires (Likert scale), participant observation, and document analysis of the groups' records. The interpretation of results was grounded in Piaget’s Genetic Epistemology (abstraction and error), Polya’s problem-solving, and Brooks and Parnas’s principles of modularization and complexity. The results suggest that the game offered concrete opportunities for structuring logical thinking, assisting in the transition from concrete thinking to the abstraction required by programming
Tipo: Dissertação</summary>
    <dc:date>2026-03-10T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Inteligência artificial e tecnologias imersivas no contexto organizacional: liderança e bem-estar na era da transformação digital</title>
    <link rel="alternate" href="https://repositorio.pucsp.br/jspui/handle/handle/46802" />
    <author>
      <name />
    </author>
    <id>https://repositorio.pucsp.br/jspui/handle/handle/46802</id>
    <updated>2026-04-28T17:38:16Z</updated>
    <published>2026-03-18T00:00:00Z</published>
    <summary type="text">Título: Inteligência artificial e tecnologias imersivas no contexto organizacional: liderança e bem-estar na era da transformação digital
Abstract: The impacts of generative artificial intelligence (AI) and immersive technologies, such as virtual reality (VR) and augmented reality (AR), on the corporate environment are still at an early stage of understanding, despite already provoking changes in processes, business models, and work dynamics. This dissertation investigated, within the Brazilian context, how these technological advances relate to leadership development and workplace well-being through a systematic literature review conducted in the second half of 2025, covering publications from 2015 to 2025. After identification, screening, and full-text analysis, the eligible studies were organized into three thematic axes: (i) leadership skills and competencies in the digital era; (ii) ethical and social implications of the use of AI and immersive technologies; and (iii) effects on well-being and mental health in the corporate environment. The final corpus comprised 33 studies. The findings indicate that emerging competencies for digital leadership include adaptability, digital literacy, socio-emotional skills, strategic vision, transformational leadership, and the ability to orchestrate collaborative ecosystems, reinforcing the centrality of the human factor even in technologically intensified environments. Regarding the integration of AI and immersive technologies for learning, the results point to promising potential for immersive and responsive experiences; however, empirical evidence remains fragmented and incipient in Brazil, highlighting the need for longitudinal studies and more robust effectiveness evaluations. Concerning barriers and facilitators, key obstacles include implementation costs, infrastructure gaps, cultural resistance, and regulatory fragilities, while facilitating factors involve strategic alignment, innovation-oriented organizational culture, senior leadership support, and multidisciplinary teams. Finally, a significant gap was identified in the literature regarding the systematic integration of leadership, digital transformation, AI/VR, and mental health, indicating opportunities for future research focused on governance, ethics, impact measurement, and the design of leadership development programs oriented toward responsible adoption and the promotion of workplace well-being
Tipo: Dissertação</summary>
    <dc:date>2026-03-18T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Competências digitais no ensino superior e avanços tecnológicos: pesquisa em uma faculdade particular de São Paulo</title>
    <link rel="alternate" href="https://repositorio.pucsp.br/jspui/handle/handle/46786" />
    <author>
      <name />
    </author>
    <id>https://repositorio.pucsp.br/jspui/handle/handle/46786</id>
    <updated>2026-04-28T17:04:12Z</updated>
    <published>2026-03-02T00:00:00Z</published>
    <summary type="text">Título: Competências digitais no ensino superior e avanços tecnológicos: pesquisa em uma faculdade particular de São Paulo
Abstract: This study investigates the digital competencies of faculty members at a Higher Education Institution (HEI) and proposes a continuous professional development flow to enhance these skills. The research, employing a qualitative, exploratory approach, used the DigCompEdu framework and its Artificial Intelligence supplement as theoretical and analytical foundations. Data was collected through questionnaires administered to teachers, enabling the profiling of their digital competencies against the parameters established by the DigCompEdu Check-in. Results indicated that the faculty possesses a solid foundation of digital competencies. However, specific areas requiring enhancement were identified, including Open Education and autonomy in data security, as well as a discrepancy between self-perception and objective performance. In response to these findings and in alignment with digital transformation trends in education, the study proposes a continuous flow of teacher training. This flow, conceived as an organic and adaptive process, is mediated by Distance Education (EAD) platforms and Artificial Intelligence models, aiming to foster professional development and implement innovative pedagogical practices within the HEI. The proposal seeks to address identified gaps and leverage existing strengths, serving as a reference for other institutions striving to improve their educational strategies in the context of digital transformation
Tipo: Dissertação</summary>
    <dc:date>2026-03-02T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>BUGO̴U: Contrajogadas que desafiam a inteligência de agentes com aprendizado em auto-jogo 1</title>
    <link rel="alternate" href="https://repositorio.pucsp.br/jspui/handle/handle/46770" />
    <author>
      <name />
    </author>
    <id>https://repositorio.pucsp.br/jspui/handle/handle/46770</id>
    <updated>2026-04-28T16:47:50Z</updated>
    <published>2026-03-13T00:00:00Z</published>
    <summary type="text">Título: BUGO̴U: Contrajogadas que desafiam a inteligência de agentes com aprendizado em auto-jogo 1
Abstract: This dissertation investigates the epistemological limits and operational fragilities of artificial intelligence agents trained via self-play reinforcement learning methodologies, with an analytical focus on adversarial attitudes, treated here as counterplay, that destabilize the optimization logic of these systems. Starting from the hypothesis that algorithmic robustness is often circumscribed to ideal simulation parameters, this work mobilizes the theoretical framework of the material turn in game studies to demonstrate how the disembodiment of AI renders it vulnerable to tactics that exploit limitations in learning scope, vulnerabilities in rules or system mechanics, as well as other elements ignored by abstract mathematical modeling. The research reinterprets the concept of a “bug” not as a residual code error, but as an ontological category denoting the collapse of machine predictability in the face of novelty and improvisation. Finally, this dissertation explores a methodology for the analysis and subsequent critique of the objectives within contemporary AI research, debating teleological obsessions and reinforcing the need to reinterpret these goals and premises as a means to increase the explainability and auditability of agents that are increasingly becoming present in everyday life
Tipo: Dissertação</summary>
    <dc:date>2026-03-13T00:00:00Z</dc:date>
  </entry>
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