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Trabalho de Conclusão de Curso
Estimulando a coleta seletiva através da gamificação e tecnologia
Currently, due to the culture of industrialized products consumption, human beings end up producing, on average, just over 1 kg of solid waste per day. A large part of this waste is made up of materials that, through proper disposal, could be put back into the production cycle. However, the amoun...
Autor principal: | Brandão, Ezequiel Sidney de Aguiar |
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Grau: | Trabalho de Conclusão de Curso |
Idioma: | por |
Publicado em: |
Brasil
2024
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Assuntos: | |
Acesso em linha: |
http://repositorio.ifam.edu.br/jspui/handle/4321/1575 |
Resumo: |
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Currently, due to the culture of industrialized products consumption, human beings end
up producing, on average, just over 1 kg of solid waste per day. A large part of this waste is
made up of materials that, through proper disposal, could be put back into the production
cycle. However, the amount of residuum waste disposed of responsibly is far from ideal,
generating sanitation problems in cities. This work proposes to develop a digital system that,
using the gamification strategy, attracts attention, raises awareness and encourages many
sectors of the society to actively participate in the process of disposal and selective waste
collection in the city of Manaus. We will present here this system implementation, its
modules, its versions in a Web and Mobile environment, in addition to the communication
between such environments carried out through a Web Service REST. |