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 meet similar problems, and we 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
Company:
MARS.
Problem:
Prepare professionals interactively for conversations with leaders.
Objective:
Create a GAME to prepare candidates from the selection process for the interview stage with the Leader.
Public:
Team of people.
Digital gaming
Company:
BTG Pactual.
Problem:
Make the employee onboarding process more interactive.
Objective:
Create a gamified game that simplifies and speeds up the onboarding of analysts, covering technical and business concepts in an interactive, fun and effective way.
Public:
Technology team.
Digital gaming
Company:
Dr. Pet.
Problem:
Challenging and stimulating domestic cats.
Objective:
Create a game that encourages cats to hunt in challenging situations,
Public:
General public.
Digital gaming
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
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
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
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
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.