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:
IBM.
Problem:
Introductory artificial intelligence courses face low student engagement and retention rates in learning the fundamentals.
Objective:
Game development based on the IBM SkillsBuild "AI Fundamentals" course, transforming Generative AI concepts into interactive mechanics.
Public:
Students and beginners in technology.
Digital gaming
Company:
UNIFESP .
Problem:
The assessment of attention and eye behavior lacks playful instruments capable of capturing eye-tracking data in an engaging way.
Objective:
Development of accessible educational games for children with multiple limitations, integrated with Eyetracker.
Public:
Healthcare professionals, patients, and researchers.
Digital gaming
Company:
Subway - SP.
Problem:
Guided tours need more attractive and educational resources to engage the public about the subway system.
Objective:
A gamified experience connecting safety, technology, history, and citizenship during guided children's visits.
Public:
Students and visitors of the educational program.
Digital gaming
Company:
Cobasi .
Problem:
Pet owners often have difficulty accessing structured guidance on the specific care needed for each pet.
Objective:
A gamified solution to assist pet owners with the specific care of their pets.
Public:
Pet owners.
Digital gaming
Company:
Mastercard .
Problem:
The low level of financial literacy among Brazilians regarding the use of credit cards leads to misuse of credit and indebtedness.
Objective:
Gamified tools to engage users and facilitate learning about credit, interest rates, financial planning, and healthy habits.
Public:
Brazilian consumers of payment services.
Financial Modeling and Valuation
Company:
CTI Global .
Problem:
There is a lack of multi-year financial projections and reliable valuation analyses to support investment, expansion, and management decisions.
Objective:
Through a valuation, estimate the fair value of the company using discounted future cash flows (DCF) and comparison of multiples.
Public:
Board of Directors and financial/strategic area.
Digital distributed processing systems
Company:
Equiem .
Problem:
Setting up and launching new clients on the platform requires manual data collection, which is slow and prone to errors.
Objective:
Create a reliable and intuitive entry interface for customers to submit all integration data (batch files and/or guided web form), with automated validation and seamless integration with the Equiem platform and connected systems.
Public:
Onboarding and platform operations teams.
Automation with robotics
Company:
Itubombas.
Problem:
The dredging operation relies on manual control, which poses safety risks and results in low efficiency, making process automation necessary.
Objective:
Develop a proof-of-concept solution for an automated barge that supports the operation of submersible motor pumps during the dredging process.
Public:
Dredge operators and field crews.