Giani Petri

ORCID: 0000-0002-9884-8151
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About
Contact & Profiles
Research Areas
  • Education and Digital Technologies
  • Educational Games and Gamification
  • Online Learning and Analytics
  • Business and Management Studies
  • Essential Oils and Antimicrobial Activity
  • Adrenal Hormones and Disorders
  • Pituitary Gland Disorders and Treatments
  • Science and Education Research
  • Academic Research in Diverse Fields
  • Phytochemicals and Antioxidant Activities
  • Analytical Chemistry and Chromatography
  • Education and Public Policy
  • Education Pedagogy and Practices
  • Teaching and Learning Programming
  • Plant tissue culture and regeneration
  • Medicinal plant effects and applications
  • Electrolyte and hormonal disorders
  • Digital Games and Media
  • Software Engineering Techniques and Practices
  • Mobile Learning in Education
  • Flow Experience in Various Fields
  • Food Quality and Safety Studies
  • Phytochemistry and Biological Activities
  • Evasion and Academic Success Factors
  • Pharmacological Effects of Natural Compounds

Universidade Federal de Santa Catarina
2016-2024

Universidade Federal de Santa Maria
2016-2023

Serviço Nacional de Aprendizagem Comercial
2022

Secretaria de Planejamento e Gestão
2022

Universidad de Cádiz
2018

American Society of Safety Professionals
2018

Semmelweis University
1988-2000

International Drug Development
1991

Mobile Augmented Reality (MAR) approaches have been applied as an instructional strategy in educational contexts. In this respect, it is important to identify how these developed and evaluated with the purpose their quality benefits. The goal of article state-of-the-art on MAR has used for purposes. Therefore, we performed a systematic literature review sample 57 articles. Based selected studies, analysed which knowledge areas are We also developed, evaluated. As result, that technical...

10.4236/ce.2019.107115 article EN Creative Education 2019-01-01

Jogos educacionais estão sendo usados como uma estratégia instrucional inovadora para o ensino e aprendizagem em diversas áreas de conhecimento. No entanto, é essencial avaliar sistematicamente esses jogos a fim obter evidências suas contribuições. Atualmente, existem poucos modelos/métodos que forneçam um suporte sistemático avaliação educacionais. Neste contexto, modelo têm se destacado MEEGA (Model for the Evaluation of Educational GAmes). Porém, resultados análise sua versão inicial...

10.5753/rbie.2019.27.03.52 article PT Revista Brasileira de Informática na Educação 2019-09-01

The antilipoperoxidant activity of Anthriscus cerefolium L. (Hoffm.), chervil, Petroselinum crispum (Mill.) Nym. ex A. W. Hill., parsley extracts were evaluated with ascorbic acid induced lipid peroxidation on rat brain homogenates. These results are completed by the antiradical potential these against a solution OH. radical. In all cases luteolin-7-O-glucoside was used as reference material.

10.1002/1099-1573(200008)14:5<362::aid-ptr554>3.0.co;2-g article EN Phytotherapy Research 2000-01-01

In order to adopt games for Software Engineering (SE) education effectively it is essential obtain sound evidence on their quality. A prominent evaluation model MEEGA (Model the Evaluation of Educational Games), which provides a systematic support evaluate game's quality in terms motivation, user experience and learning. To facilitate its application, questionnaire collecting data perception students after they played an educational game case study with one-shot post-test design. However,...

10.1109/icse-seet.2017.11 article EN 2017-05-01

Educational games have been used as an innovative instructional strategy in order to achieve learning more effectively Software Engineering (SE) education. However, it is essential systematically evaluate such obtain sound evidence on their benefits. And, although, several SE evaluated adopting diverse research designs and measurements, so far no larger scale study across different has conducted. In this respect, article presents a comprehensive analysis summarize empirical the benefits of...

10.1109/icse-seet.2017.18 article EN 2017-05-01

Educational games have been used as an instructional strategy expecting to contribute students learning, motivation, engagement, etc. However, in order confirm these expected benefits, it is important systematically evaluate such games. In this regard, the objective of research develop and evaluation method (MEEGA+) providing comprehensive support for evaluations computing education. The MEEGA+ has developed evaluated following a rigorous methodology. Results reliability validity analysis,...

10.5753/cbie.wcbie.2019.951 article EN Anais dos Workshops do VIII Congresso Brasileiro de Informática na Educação (CBIE 2019) 2019-11-21

Teaching computational thinking in K-12 as a 21th century skill is becoming increasingly important. Computational describes specific way of reasoning building on concepts and processes derived from algorithms programming. One to teach these games an effective efficient alternative. This article presents SplashCode, low-cost board game reinforce basic programming concepts. The was developed systematic following instructional design process, applied evaluated Brazilian public school with total...

10.15388/infedu.2019.12 article EN cc-by Informatics in Education 2019-10-16

Abstract Liver protecting, lipid level lowering and HDL‐cholesterol enhancing activities of a lyophilized extract Sempervivum tectorum L. were examined in experimental hyperlipidaemia, the pathomechanism steatotic liver rats. Diffuse hepatocellular degeneration caused by fat rich diet was improved after treatment with this extract.

10.1002/ptr.2650070125 article EN Phytotherapy Research 1993-01-01

Abstract The superoxide scavenging activity of lyophilized extract Sempervivum tectorum (StF1) was determined by electron paramagnetic resonance spin trapping methods. inhibited ascorbic acid induced and FeCl 3 stimulated lipid peroxidation concentration dependent in the liver microsomal fraction rats.

10.1002/ptr.2650070124 article EN Phytotherapy Research 1993-01-01

Jogos educacionais são considerados uma estratégia instrucional eficiente para o ensino de computação. No entanto, é essencial sistematicamente avaliar esses jogos a fim obter evidências sua qualidade. Um modelo avaliação que têm se destacado MEEGA (Model for the Evaluation of Educational GAmes). analisando versão inicial identificou-se limitações em validade e confiabilidade. Assim, objetivo deste trabalho apresentar evolução do modelo, MEEGA+. O MEEGA+ desenvolvido decompondo da medidas...

10.5753/wei.2017.3549 article PT 2017-07-02

A inserção de tecnologias no âmbito educacional tem fomentado novosrecursos e experiências educacionais aos seus usuários, capazes auxiliar noprocesso ensino aprendizagem em diferentes áreas. Dentre as tecnologiasemergentes, o uso realidade aumentada dispositivos móveis se destacado, virtude da combinação entre os recursos multimídia móvel. No entanto, é essencial que essas abordagens sejam devidamente avaliadas, a fim obter evidências sua qualidade. Este artigo como objetivo apresentar...

10.22456/1679-1916.95842 article PT RENOTE 2019-07-28

The objective of this article is to present the development and evaluation dETECT (Evaluating TEaching CompuTing), a model for quality instructional units teaching computing in middle school based on students' perception collected through measurement instrument. was systematically developed evaluated data from 16 case studies 13 different institutions with responses 477 students. Our results indicate that acceptable terms reliability (Cronbach's alpha ?=.787) construct validity,...

10.15388/infedu.2017.15 article EN cc-by Informatics in Education 2017-10-14

Na sociedade do conhecimento, na qual vivemos atualmente, saber interpretar, buscar, comunicar e compartilhar novas informações são habilidades chaves para um cidadão bem sucedido. Estas habilidades, conhecidas como século XXI, incluem pensamento crítico, trabalho em equipe, comunicação, entre outras. Atualmente, existem diversas propostas de integrar o aprendizado dessas educação básica, inclusive por meio ensino da computação. No entanto, partindo hipótese que computação pode contribuir...

10.5753/rbie.2019.27.01.26 article PT Revista Brasileira de Informática na Educação 2019-01-01

Este artigo tem como objetivo discutir as características dos jogos educacionais e suas contribuições à aprendizagem, procurando estabelecer relações com os conhecimentos da neurociência. Para tanto, foi realizada uma pesquisa teórica para sistematização de conceitos, elementos presentes nos jogos, regras restrições, narrativa, objetivos, interação, desafio, competição conflito, resultados, recompensas feedback, destacando aprendizagem. Além disso, a abordou cognição apresentando...

10.5380/rvx.v2i1.2016.46530 article PT cc-by Revista X 2016-11-20

Abstract The pathobiological role of free radicals was demonstrated in hyperlipidaemia and steatotic liver as well the immune response lymphocytes monocytes. Hyperlipidaemia has a suppressive effect on cellular responses, inhibits mitogen induced lymphoblast transformation, diminishes tumour necrosis factor alpha (TNF‐α) production spleen macrophages enhances spontaneous interleukin 1 (IL‐1) activity. A freeze dried extract Sempervivum tectorum antioxidant, radical scavenger membrane...

10.1002/ptr.2650080108 article EN Phytotherapy Research 1994-02-01

Jogos educacionais não-digitais (jogos de tabuleiro, cartas, lápis papel, etc.) também estão sendo usados para o ensino computação. No entanto, há poucos estudos empíricos que mostram evidências sobre os benefícios deste tipo jogos. Consequentemente, uma questão em aberto é se esperados destes jogos são, fato, reais. Assim, objetivo trabalho analisar dos computação modo a avaliar qualidade termos experiência jogadores e percepção da aprendizagem adotando modelo avaliação MEEGA+. Os...

10.5753/wei.2018.3481 article PT 2018-07-26
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