Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica

Detalhes bibliográficos
Autor(a) principal: Silva, Rafaella de Oliveira Santos
Data de Publicação: 2021
Tipo de documento: Tese
Idioma: por
Título da fonte: Repositório Institucional da UFS
Texto Completo: https://ri.ufs.br/jspui/handle/riufs/17726
Resumo: Throughout its history, the pharmaceutical profession has gone through different phases of development (so-called also waves) that have promoted its evolution and adaptation to the different demands of humanity. In recent decades, the expansion of pharmacy practice has included patient care, with the increasing use of active teaching and learning methodologies, including digital technologies (e.g. digital serious game and Virtual Patient -VP- software), in the development of knowledge, skills, and attitudes. However, there are few high-level evidence studies on the use of these tools in pharmaceutical education, as well as their impact on the new generation of students and professionals. Thus, this Thesis aims to describe the effect of digital technologies (digital serious game and VP software) on the training of pharmacy students and pharmacists for patient care. This study was carried out in three stages. In the first stage, a manuscript (commentary) was prepared with the objective of understanding the integration of digital technologies as a new wave in pharmacy practice and education. In the second stage, a systematic review was carried out on the effect of digital serious game related to patient care in the development of knowledge, skills, and attitudes in pharmaceutical education. In the third stage, a systematic review was elaborated on the effect of VP software on the development of knowledge, skills, and attitudes in pharmaceutical education. Both searches were carried out in the Cochrane, ERIC, Embase, IPA, LILACS, Pubmed, Scopus, and Web of Science databases using words related to “pharmaceutical education”, “pharmacists” and “pharmacy students”. In addition, words related to “games”, “serious games” and “digital games” were used in the second stage; and, words related to “virtual patient” were used in the third stage. From the reflections made in the commentary, it was noted that the pharmacy profession can no longer wait for the expansion and integration of digital technologies in pharmacy practice and education. The achievement of this goal requires both disruptive professors and the development of specific knowledge, skills, and attitudes (clinical and digital). The systematic review on the digital serious game related to patient care in pharmaceutical education identified 1,521 studies, of which seven were included. In most studies, there was no improvement in knowledge, skills, and attitudes (n=6; 85.73%) and user satisfaction with the tool was negative (n=5; 71.43%). Furthermore, in general, the methodological quality of these studies was below ideal. The systematic review on the VP software in pharmaceutical education identified 1,260 studies, of which 29 were included. In most studies, there was an improvement in knowledge, skills, and attitudes (n=26; 89.65%) and user satisfaction with the tool was positive (n=28; 96.55%). In addition, in general, the methodological quality of these studies was satisfactory. From the findings of this Thesis, it was possible to observe that digital technologies, such as digital serious game and VP software, can be innovative tools to be included in the curricula for the development of knowledge, skills, and attitudes related to patient care in view of the learning characteristics of the new generation of pharmacy students and pharmacists.
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spelling Silva, Rafaella de Oliveira SantosLyra Júnior, Divaldo Pereira de2023-06-16T23:52:52Z2023-06-16T23:52:52Z2021-05-21SILVA, Rafaella de Oliveira Santos. Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica. 130 f. Tese (Doutorado em Ciências Farmacêuticas) - Universidade Federal de Sergipe, São Cristóvão, 2021.https://ri.ufs.br/jspui/handle/riufs/17726Throughout its history, the pharmaceutical profession has gone through different phases of development (so-called also waves) that have promoted its evolution and adaptation to the different demands of humanity. In recent decades, the expansion of pharmacy practice has included patient care, with the increasing use of active teaching and learning methodologies, including digital technologies (e.g. digital serious game and Virtual Patient -VP- software), in the development of knowledge, skills, and attitudes. However, there are few high-level evidence studies on the use of these tools in pharmaceutical education, as well as their impact on the new generation of students and professionals. Thus, this Thesis aims to describe the effect of digital technologies (digital serious game and VP software) on the training of pharmacy students and pharmacists for patient care. This study was carried out in three stages. In the first stage, a manuscript (commentary) was prepared with the objective of understanding the integration of digital technologies as a new wave in pharmacy practice and education. In the second stage, a systematic review was carried out on the effect of digital serious game related to patient care in the development of knowledge, skills, and attitudes in pharmaceutical education. In the third stage, a systematic review was elaborated on the effect of VP software on the development of knowledge, skills, and attitudes in pharmaceutical education. Both searches were carried out in the Cochrane, ERIC, Embase, IPA, LILACS, Pubmed, Scopus, and Web of Science databases using words related to “pharmaceutical education”, “pharmacists” and “pharmacy students”. In addition, words related to “games”, “serious games” and “digital games” were used in the second stage; and, words related to “virtual patient” were used in the third stage. From the reflections made in the commentary, it was noted that the pharmacy profession can no longer wait for the expansion and integration of digital technologies in pharmacy practice and education. The achievement of this goal requires both disruptive professors and the development of specific knowledge, skills, and attitudes (clinical and digital). The systematic review on the digital serious game related to patient care in pharmaceutical education identified 1,521 studies, of which seven were included. In most studies, there was no improvement in knowledge, skills, and attitudes (n=6; 85.73%) and user satisfaction with the tool was negative (n=5; 71.43%). Furthermore, in general, the methodological quality of these studies was below ideal. The systematic review on the VP software in pharmaceutical education identified 1,260 studies, of which 29 were included. In most studies, there was an improvement in knowledge, skills, and attitudes (n=26; 89.65%) and user satisfaction with the tool was positive (n=28; 96.55%). In addition, in general, the methodological quality of these studies was satisfactory. From the findings of this Thesis, it was possible to observe that digital technologies, such as digital serious game and VP software, can be innovative tools to be included in the curricula for the development of knowledge, skills, and attitudes related to patient care in view of the learning characteristics of the new generation of pharmacy students and pharmacists.Ao longo da sua história, a profissão farmacêutica passou por diferentes fases de desenvolvimento (também chamadas de ondas) que promoveram a sua evolução e adaptação às diferentes demandas da humanidade. Nas últimas décadas, a ampliação da prática farmacêutica incluiu o cuidado ao paciente, com o uso crescente de metodologias de ensinoaprendizagem ativas, incluindo tecnologias digitais, como jogo sério e software de Paciente Virtual (PV), no desenvolvimento de conhecimentos, habilidades e atitudes. Entretanto, são escassos os estudos com alta evidência científica sobre o uso destas ferramentas na educação farmacêutica, bem como seu impacto na nova geração de estudantes e profissionais. Assim, esta Tese tem como objetivo descrever o efeito de tecnologias digitais (jogo sério digital e software de paciente virtual) na formação de estudantes de Farmácia e farmacêuticos para o cuidado ao paciente. Este estudo foi realizado em três etapas. Na primeira etapa foi elaborado um manuscrito (comentário) com o objetivo de compreender a integração de tecnologias digitais como uma nova onda na prática e na educação farmacêutica. Na segunda etapa foi realizada uma revisão sistemática sobre o efeito do jogo sério digital relacionado ao cuidado ao paciente no desenvolvimento de conhecimentos, habilidades e atitudes na educação farmacêutica. Na terceira etapa foi elaborada uma revisão sistemática sobre o efeito do software de PV no desenvolvimento de conhecimentos, habilidades e atitudes na educação farmacêutica. Ambas as pesquisas foram feitas nas bases de dados Cochrane, ERIC, Embase, IPA, LILACS, Pubmed, Scopus e Web of Science usando palavras relacionadas à “educação farmacêutica”, “farmacêuticos” e “estudantes de Farmácia”. Além disso, foram usadas palavras relacionadas a “jogos”, “jogos sérios” e “jogos digitais” na segunda etapa; e, “paciente virtual” na terceira etapa. A partir das reflexões realizadas no comentário, notou-se que a profissão farmacêutica não pode mais esperar pela ampliação e integração das tecnologias digitais, tanto no cuidado ao paciente quanto na educação. O alcance dessa meta exige tanto professores disruptivos quanto desenvolvimento de conhecimentos, habilidades e atitudes específicos (clínicos e digitais). A revisão sistemática sobre jogo sério digital relacionado ao cuidado ao paciente na educação farmacêutica identificou 1.521 estudos, dos quais sete foram incluídos. Na maioria dos estudos, não houve melhora nos conhecimentos, habilidades e atitudes (n=6; 85,73%) e a satisfação dos usuários com a ferramenta foi negativa (n=5; 71,43%). Ademais, de forma geral, a qualidade metodológica desses estudos estava abaixo do ideal. A revisão sistemática sobre software de PV na educação farmacêutica identificou 1.260 estudos, dos quais 29 foram incluídos. Na maioria dos estudos, houve melhora nos conhecimentos, habilidades e atitudes (n=26; 89, 65%) e a satisfação dos usuários com a ferramenta foi positiva (n=28; 96,55%). Além disso, de forma geral, a qualidade metodológica desses estudos foi satisfatória. A partir dos achados desta Tese, foi possível observar que tecnologias digitais, como jogo sério digital e software de PV, podem ser ferramentas inovadoras a serem incluídas nos currículos para o desenvolvimento de conhecimentos, habilidades e atitudes relacionados ao cuidado ao paciente frente às características de aprendizagem da nova geração de estudantes de Farmácia e farmacêuticos.Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPESSão CristóvãoporFarmáciaEstudantes de farmáciaFarmacêuticosJogos eletrônicosPacientesEducação farmacêuticaMetodologias de ensino-aprendizagem ativasSimulaçãoTecnologiasJogos sériosJogos digitaisSoftwaresPaciente virtualCompetênciasPharmaceutical educationPharmacy studentsPharmacistsActive teaching and learning methodologySimulationSerious gamesDigital gamesSoftwareVirtual patientCompetenciesCIENCIAS BIOLOGICAS::FARMACOLOGIAUso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêuticaUse of digital technologies in training for patient care: a new wave in pharmaceutical educationinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisPós-Graduação em Ciências FarmacêuticasUniversidade Federal de Sergipe (UFS)reponame:Repositório Institucional da UFSinstname:Universidade Federal de Sergipe (UFS)instacron:UFSinfo:eu-repo/semantics/openAccessLICENSElicense.txtlicense.txttext/plain; charset=utf-81475https://ri.ufs.br/jspui/bitstream/riufs/17726/1/license.txt098cbbf65c2c15e1fb2e49c5d306a44cMD51ORIGINALRAFAELLA_OLIVEIRA_SANTOS_SILVA.pdfRAFAELLA_OLIVEIRA_SANTOS_SILVA.pdfapplication/pdf2264911https://ri.ufs.br/jspui/bitstream/riufs/17726/2/RAFAELLA_OLIVEIRA_SANTOS_SILVA.pdfd58e4fe08be45949c5d016ae60fb6f5fMD52TEXTRAFAELLA_OLIVEIRA_SANTOS_SILVA.pdf.txtRAFAELLA_OLIVEIRA_SANTOS_SILVA.pdf.txtExtracted texttext/plain311213https://ri.ufs.br/jspui/bitstream/riufs/17726/3/RAFAELLA_OLIVEIRA_SANTOS_SILVA.pdf.txt952600e2b898be76c08076131c093ceaMD53THUMBNAILRAFAELLA_OLIVEIRA_SANTOS_SILVA.pdf.jpgRAFAELLA_OLIVEIRA_SANTOS_SILVA.pdf.jpgGenerated Thumbnailimage/jpeg1193https://ri.ufs.br/jspui/bitstream/riufs/17726/4/RAFAELLA_OLIVEIRA_SANTOS_SILVA.pdf.jpg36ba27118022b23b330874eca360a229MD54riufs/177262023-06-16 20:52:57.715oai:ufs.br:riufs/17726TElDRU7Dh0EgREUgRElTVFJJQlVJw4fDg08gTsODTy1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YcOnw6NvIGRlc3RhIGxpY2Vuw6dhLCB2b2PDqiAobyBhdXRvcihlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSDDoCBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIG8gZGlyZWl0byBuw6NvLWV4Y2x1c2l2byBkZSByZXByb2R1emlyIHNldSB0cmFiYWxobyBubyBmb3JtYXRvIGVsZXRyw7RuaWNvLCBpbmNsdWluZG8gb3MgZm9ybWF0b3Mgw6F1ZGlvIG91IHbDrWRlby4KClZvY8OqIGNvbmNvcmRhIHF1ZSBhIFVuaXZlcnNpZGFkZSBGZWRlcmFsIGRlIFNlcmdpcGUgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZcO6ZG8sIHRyYW5zcG9yIHNldSB0cmFiYWxobyBwYXJhIHF1YWxxdWVyIG1laW8gb3UgZm9ybWF0byBwYXJhIGZpbnMgZGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIHRhbWLDqW0gY29uY29yZGEgcXVlIGEgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBwb2RlIG1hbnRlciBtYWlzIGRlIHVtYSBjw7NwaWEgZGUgc2V1IHRyYWJhbGhvIHBhcmEgZmlucyBkZSBzZWd1cmFuw6dhLCBiYWNrLXVwIGUgcHJlc2VydmHDp8Ojby4KClZvY8OqIGRlY2xhcmEgcXVlIHNldSB0cmFiYWxobyDDqSBvcmlnaW5hbCBlIHF1ZSB2b2PDqiB0ZW0gbyBwb2RlciBkZSBjb25jZWRlciBvcyBkaXJlaXRvcyBjb250aWRvcyBuZXN0YSBsaWNlbsOnYS4gVm9jw6ogdGFtYsOpbSBkZWNsYXJhIHF1ZSBvIGRlcMOzc2l0bywgcXVlIHNlamEgZGUgc2V1IGNvbmhlY2ltZW50bywgbsOjbyBpbmZyaW5nZSBkaXJlaXRvcyBhdXRvcmFpcyBkZSBuaW5ndcOpbS4KCkNhc28gbyB0cmFiYWxobyBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jw6ogbsOjbyBwb3NzdWkgYSB0aXR1bGFyaWRhZGUgZG9zIGRpcmVpdG9zIGF1dG9yYWlzLCB2b2PDqiBkZWNsYXJhIHF1ZSBvYnRldmUgYSBwZXJtaXNzw6NvIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgw6AgVW5pdmVyc2lkYWRlIEZlZGVyYWwgZGUgU2VyZ2lwZSBvcyBkaXJlaXRvcyBhcHJlc2VudGFkb3MgbmVzdGEgbGljZW7Dp2EsIGUgcXVlIGVzc2UgbWF0ZXJpYWwgZGUgcHJvcHJpZWRhZGUgZGUgdGVyY2Vpcm9zIGVzdMOhIGNsYXJhbWVudGUgaWRlbnRpZmljYWRvIGUgcmVjb25oZWNpZG8gbm8gdGV4dG8gb3Ugbm8gY29udGXDumRvLgoKQSBVbml2ZXJzaWRhZGUgRmVkZXJhbCBkZSBTZXJnaXBlIHNlIGNvbXByb21ldGUgYSBpZGVudGlmaWNhciBjbGFyYW1lbnRlIG8gc2V1IG5vbWUocykgb3UgbyhzKSBub21lKHMpIGRvKHMpIApkZXRlbnRvcihlcykgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIGRvIHRyYWJhbGhvLCBlIG7Do28gZmFyw6EgcXVhbHF1ZXIgYWx0ZXJhw6fDo28sIGFsw6ltIGRhcXVlbGFzIGNvbmNlZGlkYXMgcG9yIGVzdGEgbGljZW7Dp2EuIAo=Repositório InstitucionalPUBhttps://ri.ufs.br/oai/requestrepositorio@academico.ufs.bropendoar:2023-06-16T23:52:57Repositório Institucional da UFS - Universidade Federal de Sergipe (UFS)false
dc.title.pt_BR.fl_str_mv Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica
dc.title.alternative.eng.fl_str_mv Use of digital technologies in training for patient care: a new wave in pharmaceutical education
title Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica
spellingShingle Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica
Silva, Rafaella de Oliveira Santos
Farmácia
Estudantes de farmácia
Farmacêuticos
Jogos eletrônicos
Pacientes
Educação farmacêutica
Metodologias de ensino-aprendizagem ativas
Simulação
Tecnologias
Jogos sérios
Jogos digitais
Softwares
Paciente virtual
Competências
Pharmaceutical education
Pharmacy students
Pharmacists
Active teaching and learning methodology
Simulation
Serious games
Digital games
Software
Virtual patient
Competencies
CIENCIAS BIOLOGICAS::FARMACOLOGIA
title_short Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica
title_full Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica
title_fullStr Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica
title_full_unstemmed Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica
title_sort Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica
author Silva, Rafaella de Oliveira Santos
author_facet Silva, Rafaella de Oliveira Santos
author_role author
dc.contributor.author.fl_str_mv Silva, Rafaella de Oliveira Santos
dc.contributor.advisor1.fl_str_mv Lyra Júnior, Divaldo Pereira de
contributor_str_mv Lyra Júnior, Divaldo Pereira de
dc.subject.por.fl_str_mv Farmácia
Estudantes de farmácia
Farmacêuticos
Jogos eletrônicos
Pacientes
Educação farmacêutica
Metodologias de ensino-aprendizagem ativas
Simulação
Tecnologias
Jogos sérios
Jogos digitais
Softwares
Paciente virtual
Competências
Pharmaceutical education
Pharmacy students
Pharmacists
Active teaching and learning methodology
Simulation
Serious games
Digital games
Software
Virtual patient
Competencies
topic Farmácia
Estudantes de farmácia
Farmacêuticos
Jogos eletrônicos
Pacientes
Educação farmacêutica
Metodologias de ensino-aprendizagem ativas
Simulação
Tecnologias
Jogos sérios
Jogos digitais
Softwares
Paciente virtual
Competências
Pharmaceutical education
Pharmacy students
Pharmacists
Active teaching and learning methodology
Simulation
Serious games
Digital games
Software
Virtual patient
Competencies
CIENCIAS BIOLOGICAS::FARMACOLOGIA
dc.subject.cnpq.fl_str_mv CIENCIAS BIOLOGICAS::FARMACOLOGIA
description Throughout its history, the pharmaceutical profession has gone through different phases of development (so-called also waves) that have promoted its evolution and adaptation to the different demands of humanity. In recent decades, the expansion of pharmacy practice has included patient care, with the increasing use of active teaching and learning methodologies, including digital technologies (e.g. digital serious game and Virtual Patient -VP- software), in the development of knowledge, skills, and attitudes. However, there are few high-level evidence studies on the use of these tools in pharmaceutical education, as well as their impact on the new generation of students and professionals. Thus, this Thesis aims to describe the effect of digital technologies (digital serious game and VP software) on the training of pharmacy students and pharmacists for patient care. This study was carried out in three stages. In the first stage, a manuscript (commentary) was prepared with the objective of understanding the integration of digital technologies as a new wave in pharmacy practice and education. In the second stage, a systematic review was carried out on the effect of digital serious game related to patient care in the development of knowledge, skills, and attitudes in pharmaceutical education. In the third stage, a systematic review was elaborated on the effect of VP software on the development of knowledge, skills, and attitudes in pharmaceutical education. Both searches were carried out in the Cochrane, ERIC, Embase, IPA, LILACS, Pubmed, Scopus, and Web of Science databases using words related to “pharmaceutical education”, “pharmacists” and “pharmacy students”. In addition, words related to “games”, “serious games” and “digital games” were used in the second stage; and, words related to “virtual patient” were used in the third stage. From the reflections made in the commentary, it was noted that the pharmacy profession can no longer wait for the expansion and integration of digital technologies in pharmacy practice and education. The achievement of this goal requires both disruptive professors and the development of specific knowledge, skills, and attitudes (clinical and digital). The systematic review on the digital serious game related to patient care in pharmaceutical education identified 1,521 studies, of which seven were included. In most studies, there was no improvement in knowledge, skills, and attitudes (n=6; 85.73%) and user satisfaction with the tool was negative (n=5; 71.43%). Furthermore, in general, the methodological quality of these studies was below ideal. The systematic review on the VP software in pharmaceutical education identified 1,260 studies, of which 29 were included. In most studies, there was an improvement in knowledge, skills, and attitudes (n=26; 89.65%) and user satisfaction with the tool was positive (n=28; 96.55%). In addition, in general, the methodological quality of these studies was satisfactory. From the findings of this Thesis, it was possible to observe that digital technologies, such as digital serious game and VP software, can be innovative tools to be included in the curricula for the development of knowledge, skills, and attitudes related to patient care in view of the learning characteristics of the new generation of pharmacy students and pharmacists.
publishDate 2021
dc.date.issued.fl_str_mv 2021-05-21
dc.date.accessioned.fl_str_mv 2023-06-16T23:52:52Z
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dc.identifier.citation.fl_str_mv SILVA, Rafaella de Oliveira Santos. Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica. 130 f. Tese (Doutorado em Ciências Farmacêuticas) - Universidade Federal de Sergipe, São Cristóvão, 2021.
dc.identifier.uri.fl_str_mv https://ri.ufs.br/jspui/handle/riufs/17726
identifier_str_mv SILVA, Rafaella de Oliveira Santos. Uso de tecnologias digitais na formação para o cuidado ao paciente: uma nova onda na educação farmacêutica. 130 f. Tese (Doutorado em Ciências Farmacêuticas) - Universidade Federal de Sergipe, São Cristóvão, 2021.
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