Prototypes delivered

Our Call for Projects is the way we let the market know which projects are available for the next semester. During this period we receive applications for initiatives from companies, NGOs and government institutions with their business challenges.

Contributing to society is a fundamental pillar of our model. That's why we make available the prototypes developed by our students over the years.

Our project-based learning model develops computer skills, business skills and socio-emotional skills through solutions to real market problems.

We hope that other companies, non-governmental organizations (NGOs) or government entities will find here a comprehensive repository of innovative and alternative solutions to meet their challenges.

The prototypes can be freely downloaded, customized and adapted to suit different types of solutions, and we firmly believe that these prototypes have the potential to be widely used throughout the technology community, promoting collaboration and innovation on a large scale.

Project

Company

Course

Digital gaming

Common - 1st Year

Company:

Meta.

Problem:

Provide students with the challenge of gamifying the supplier journey process.

Objective:

Game to elucidate the supplier contracting journey.

Public:

Supply company employees.

Digital gaming

Common - 1st Year

Company:

USP - Medicine.

Problem:

Raising awareness of the need to care for burns in a more attractive way.

Objective:

Create a gamified solution to raise awareness of burn care and prevention.

Public:

General population.

Digital gaming

Common - 1st Year

Company:

Unilever.

Problem:

Make the employee onboarding process more relaxed and engaging.

Objective:

Gamification of the employee onboarding journey.

Public:

The company's technology employees.

Digital gaming

Common - 1st Year

Company:

Oracle.

Problem:

Gamify the user experience and increase engagement with the platform.

Objective:

Creation of an Oracle academy game for teachers.

Public:

External academic audience.

Digital gaming

Common - 1st Year

Company:

Unipar.

Problem:

Encourage good practices and increase adherence to training and to the training content / checklist of good practices for handling dangerous products.

Objective:

A gamification solution associated with a bonus/award program that engages and raises awareness among professionals, both internal and external, of safer behaviors in order to strengthen Unipar's safety culture and reduce incidents involving logistics operations.

Public:

Employees and third parties in the logistics fleet.

Digital gaming

Common - 1st Year

Company:

UFAL.

Problem:

Introduce public school students to mathematical concepts and programming logic in a fun way.

Objective:

Developing a game to teach computational thinking and programming language for the public school system in Alagoas.

Public:

Students from the public school system in the state of Alagoas.

Digital gaming

Common - 1st Year

Company:

Vtal.

Problem:

Increase engagement in internal training and in reading compliance content.

Objective:

Gameify training content and organizational policies, making reading more interesting, interactive and accessible to all employees.

Public:

Company employees.

Digital gaming

Common - 1st Year

Company:

Cia de Talentos.

Problem:

Making the content of the company's internal training courses more accessible and engaging.

Objective:

Creating a gamified solution that makes the training process more fluid and engaging for participants.

Public:

Employees and customers of the company.