Gamification and Evaluation of the Knowledge Management
Application in a Software Quality Lab: An Experimental Study
Antonilson da Silva Alcantara and Sandro Ronaldo Bezerra Oliveira
Graduate Program in Computer Sciense, Institute of Exact and Natural Sciences, Federal University of Pará,
Belém, Pará, Brazil
Keywords: Gamification, Learning, Teaching, Education, Knowledge Management.
Abstract: This paper presents the application of Gamification, proposed by Alcantara and Oliveira (2018), for
Teaching and Learning of Knowledge Management in a Software Quality Lab. The proposal is briefly
presented, followed by the description of the application in the laboratory. Finally, we present the results
obtained by a quantitative evaluation, based on the data collected during the experiment, followed by a
qualitative evaluation based on the SWOT (Strength, Weakness, Opportunity and Threats) analysis from the
perspective of the participants and, soon after, the final considerations are presented.
1 INTRODUCTION
Knowledge Management is of great importance
within the competitive landscape for organizations.
Knowledge is highlighted as a business asset raising
the competitive capacity of the company, which has
a set of balanced intellectual capital and, through the
well-known Knowledge Management process,
manages to generate and store this intangible asset
(Aires et al., 2017). Dalkir (2005) argues that given
the relevance of knowledge in all areas of life,
including business, two aspects of knowledge are
crucial to its viability and success at any level:
Knowledge assets, which must be applied, fed,
preserved and used as much as possible by
individuals and organizations; and Processes related
to knowledge to create, organize, transform, transfer,
group, apply and preserve knowledge that must be
intentionally managed in all areas of comprehension.
Even with knowledge having gained such
importance, many organizations neglect or do not
know how to manage this intellectual asset (Aires et
al., 2017). Falcão et al. (2014) state that in the
current generation it is necessary to use a teaching
methodology that is more playful and involves the
digital media, which are part of the student's daily
life, with the contents taught in the classroom,
providing an attractive environment, interactive and
that better promotes learning.
Gamification appears with the purpose of
stimulating the participants to a certain action,
assisting in the solution of problems and stimulating
the learning process (Gonçalves et al., 2016; Freitas
et al., 2016).
In addition to this introductory section, this
paper is organized in the following sections: Section
2 presents the background about the subject of this
paper, Section 3 presents some related works about
this reasearch, Section 4 presents briefly the
Software Quality Lab where the knowledge
management application was applied, Section 5
describes the gamification, Section 6 presents the
evaluation of the gamification and Section 7
discusses the results obtained with the research and
possible future work.
2 BACKGROUND
Oliveira (2018) classifies knowledge into two types:
tacit and explicit. Tacit knowledge is that acquired
with personal experiences and that is in the minds of
individuals. It is difficult to share because it is an
internalized knowledge in the individual. Explicit
knowledge is one that can be represented in the form
of data, stored in a knowledge base and
communicable, so that other people have access.
According to Tabares et al. (2016), Knowledge
Management is the way the human resources or
machine learning share and acquire experiences
from different sources. To have value within the
organization, this knowledge needs to be managed
202
Alcantara, A. and Oliveira, S.
Gamification and Evaluation of the Knowledge Management Application in a Software Quality Lab: An Experimental Study.
DOI: 10.5220/0007832802020209
In Proceedings of the 14th International Conference on Software Technologies (ICSOFT 2019), pages 202-209
ISBN: 978-989-758-379-7
Copyright
c
2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
by a life cycle that encompasses the capture, storage,
transformation, transfer, and distribution phases.
Jurado et al. (2015) propose the use of Gamification
as an alternative to improve participation in
knowledge management processes.
Gamification consists of the use of game
elements in real contexts. There are four basic
characteristics that define a Game: Goals, which
represent the goal to be achieved within the game,
besides being the motivating factor for the player's
involvement, Rules, which correspond to the
restrictions, norms and limitations of the user within
the game, Feedback, which is the response to the
player when performing some task or action in the
game informing and directing the user about the goal
to be achieved, and Voluntary Participation, which
represents the freedom of the player to perform or
not a certain action or strategy within the game, as
well as represent their initiative to play (Freitas et al
2016).
Chou (2015) classifies motivation into two
types: Extrinsic, which is one that arises from an
objective, purpose or reward, where the task itself is
not necessarily interesting or attractive, however,
due to the objective of the task or the reward
attributed to who to comply with, people become
motivated to do it, and Intrinsic, which is the
motivation that people begin to have by performing
the task itself, regardless of whether or not there is a
reward for its accomplishment.
Costa and Marchiori (2016) affirm that the
elements of games are classified in three categories:
Dynamics, Mechanics and Components. These
categories are related to each other, so that each
Mechanics are related to one or more Dynamic(s),
which in turn are related to one or more
Component(s).
Dynamics constitute the highest level of
abstraction, representing interactions between
players and game mechanics (Werbach and Hunter,
2012).
Werbach and Hunter (2012) argue that
Mechanics, in turn, are the basic processes that drive
action and engages players. Each mechanic is a way
to achieve one or more dynamics (Costa and
Marchiori, 2016).
Components are applications that are used and
visualized in the interface of the game and, like a
Mechanics, connect to one or more Dynamics(s),
where many components can constitute a Mechanics
(Costa and Marchiori, 2016).
3 RELATED WORKS
Elm et al. (2016) present the software CLEVER,
which proposes a game of trivia (questions) and
RPG for dissemination of business knowledge. This
game uses games elements and each battle is won
with correct answers. One of the weaknesses is that
the game does not include knowledge generators, an
important person in knowledge management who
produces new knowledge (assets) for the
organization, and also does not define the experts to
validate knowledge, since all knowledge generated
must be analyzed by a expert in order to determine
the efficiency and usefulness of a given knowledge.
One point of improvement proposed as future work
is an evaluation with a large number of participants
to validate this game, design a repository of
knowledge to store and maintain the management of
all knowledge generated and useful to the
organization, and integrate the game with that
repository of knowledge.
Yin et al. (2016) present Light Quest, which
proposes a game to increase motivation in the
generation, dissemination and evaluation of
knowledge. It is a game that stimulates the ability to
produce, disseminate and absorb knowledge in the
organizational environment, using Cards where
knowledge is recorded and then evaluated and scored
by another team. This score is used to increase the
character level of the user who registered the
knowledge. One of the weaknesses is that the
evaluation of the Cards is made by people who may
not be experts in that knowledge to be evaluated.
In this context, Alcantara and Oliveira (2018)
present a Gamified proposal for Support to Teaching
and Learning of Knowledge Management.
Stimulating the process of generation, dissemination,
capture, absorption and socialization of knowledge
along different stages of a Gamification flow,
contemplating the main characters of the Knowledge
Management process, such as: the knowledge
generators responsible for producing new assets for
the organization, and the Expert, responsible for
validating the knowledge produced.
4 THE GAME OF KNOWLEDGE
MANAGEMENT
The Software Quality Lab, called SPIDER
(http://www.spider.ufpa.br), has been established
since 2008 at the Federal University of Pará from
Brazil, and develops activities for research and
Gamification and Evaluation of the Knowledge Management Application in a Software Quality Lab: An Experimental Study
203
development of innovation for software
development companies. The Lab has already
trained more than 30 master’s students, 6 doctoral
students and 50 scientific initiation students. The
Lab has more than 150 scientific papers published in
conferences and journals around the world. The Lab
has already won many awards, among which stands
out in 2012 the award for best research project
evaluated by the brazilian federal government.
The Software Quality Lab was the context of the
case study that will be presented and had the
following Research Question (QR): Does the use of
gamification aid in the teaching and learning process
of knowledge management?
In order to respond to this QR, a gamified
scenario was created for this case study, which has
the following elements: physical space (laboratory),
the players (members of the laboratory), the judge
(doctoral researcher), expert (professor), master
student (researcher responsible for this work), and
other used game elements, detailed in the following
subsections.
4.1 Description of the Game
Alcantara and Oliveira (2018) propose a
Gamification to Support the Teaching and Learning
of the Knowledge Management assets and process,
as can be seen in Figure 1.
It consists of eight steps (Start, Create
Knowledge and / or Comments, Evaluate Cards,
Identify Target Audience, Duel, Pack Card and
Communicate Target Audience, Knowledge
Repository and Ranking), being the last of feedback
for users, stimulates the process of generating,
disseminating, capturing, absorbing and socializing
of the knowledge along different stages of the flow,
contemplating the main characters of the Knowledge
Management process: knowledge generators and the
expert.
Figure 1: Gamification Flow.
The dynamics present in the Gamification
proposal are: Restrictions, which represents
constraints or forced compensation, Emotions,
which are dynamic that arouse feelings of curiosity,
competitiveness, frustration, happiness, among
others, Narrative, which consists of a consistent and
continuous plot, Progression, which represents the
growth and development of the player,
Relationships, which represents the social
interactions that generate feelings of camaraderie,
status, altruism, among others.
The mechanics used are: Feedback, represented
by the activity, participation and final medals,
described in (Alcantara and Oliveira, 2019), in
addition to the Ranking stage, Challenges, which
are composed of activities that must be performed at
each stage of the flow, Reward, consisting of the
Points and Bonus components, Competition,
represented by the stages of the Duel and Ranking
flow, in addition to the medal component, as a way
to stimulate competition among the Players,
Cooperation, present in the activity Consult Card in
the Knowledge Repository stage, where the
participants are motivated, through the activity, to
consult the Cards of the other participants generating
score for both the player that consulted, and the
owner of the Card, and Acquisition of Resources,
represented by the activities of Create Knowledge
Card and Comment Card, in the Generate
Knowledge Cards step (Alcantara and Oliveira,
2019).
Finally, we used some elements of games such
as: Superior Meaning, where the user understands
that he / she is performing an important activity for
the organization, in addition to receiving a score for
his / her growth in the Ranking, Boss, which is
represented by a task that needs to be performed to
advance to the next step of the flow, Group activity,
which is represented by the sharing of knowledge
through the Cards (socialization), in the Knowledge
Repository, and by the possibility of creating teams
to play, where each group represents an area of
knowledge that are associated with each other
(Alcantara and Oliveira , 2018).
The main details about Gamification and their
characteristics and particularities, such as dynamics,
mechanics, game components and motivations -
Core Drives described in the framework Octalyzis
by Chou (2015) - are presented in (Alcantara and
Oliveira, 2018; Alcantara et al., 2018; Alcantara et
al., 2019).
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4.2 The Game Application
The players involved in the Gamification proposed
by Alcantara and Oliveira (2018) are: the Judge,
responsible collaborator for the development of the
Class scores and feed the Gamification
accompaniment worksheet; in the application of the
gamification proposal in the lab only one participant
acted with this profile, the Player, who is
participating in Gamification generating, evaluating,
disseminating and absorbing new knowledge; in the
experiment performed in the lab five participants
acted in this profile, the Master, researcher who
coordinates the Gamification, responsible for
defining the times in each activity and when to move
to the next step of the flow; in the lab experiment
one participant acted in this profile, and the Expert,
expert member in the field of knowledge that is
being studied; its function is to help in the resolution
of doubts, to assign a score to the Cards created by
the Players and to indicate the knowledge that will
be stored in the knowledge repository and
disseminated in the group; in the application of
Gamification proposal in lab only one participant
acted with this profile.
At the start of the Gamification flow, its
functioning was explained, the scores defined for
each stage, the rules that compose it and presented
the Task List that would be performed in the current
iteration, in order to encourage the generation and
use of knowledge, besides being performed a
simulated round for understanding. The Individual
Tracking Form was also distributed to the Players
and the Expert, where each Player should record the
Cards Identifier created by him / her, the Card
Identifier that were validated along with the note
assigned to them, and the Target Audience
suggestion (Alcantara and Oliveira, 2018).
After completing this stage, the gamified
worksheet was completed according to the
performance of each participant, as can be seen in
Figure 2, obtaining the individual feedback
regarding participation, performance of the activities
and final medal, whose rules are described in
(Alcantara et al., 2019).
Following the Gamification flow, the Create
Knowledge and / or Comment Cards task starts. At
this step the Player has the option to create a Card or
comment one already made available in the
Knowledge Repository (Alcantara e Oliveira, 2018).
In the Gamification application, participants
completed the Cards made available with knowledge
that they thought was important in the context of the
project selected by the lab coordinator to be a topic
for knowledge generation. For this, it was necessary
to fill in some identification data of the Card, as cam
be seen in Figure 3, such as: Author, filled in with
the name of the participant, Date, filled in with the
day, month and year of creation of the Card,
Identifier, consisting of numeric digits where the
first 2 digits represent the author's registration, and
the remaining digits represent the sequential number
of breeding Cards created by him / her, New, where
the author signs with an "X" if the knowledge to be
described is something new, or Comment, where
the author signs with an "X" if the knowledge to be
described is related to a Card of the "Knowledge
Repository". In this case, it is also necessary to fill in
the Identifier with the number (registration of the
author who created the Card + sequential number of
creation) of the Card to be commented, From MY
area of activity, the author must indicate an "X" if
the subject to be reported is related to his / her area
of expertise or performance, if it is not in his / her
area of work, the author should check the option
FROM OTHER area, Description Knowledge /
Commentary, where the author describes a unique
knowledge or comment having as criteria the
relevance, which represents the degree of
importance of this knowledge, the clarity, which is
how this knowledge is described, and the
attendance to the subject, which represents the
alignment, compliance and potential to solve a given
problem or subject.
The remaining fields are filled by the Master if
the Card is approved, the "Pack Card and
Communicate Target Audience" step, with the
exception of queries field, which is filled when
creating a Card comment related to this card. The
"Grade" field corresponds to the sum of the grades
assigned by the Expert, to the knowledge created
based on the relevance, clarity and attendance to the
subject. The Expert field must be filled in with the
name of the participant who has the Gamification
Expert profile. The Target Audience field must be
completed with the public to whom this knowledge
is intended, identified by the Expert.
After the creation of the Card, each Player has
taken note of their Individual Tracking Form, as can
be seen in Figure 4, identifying all their created
cards with their registration number and sequential
creation number.
In the Evaluate Card step of the flow was
evaluated the Comments and Cards generated by
other users, and the Player can not evaluate the ones
he / she created. Each Player, and the Expert,
evaluated the Cards and Comments created in the
current Gamification iteration, based on the criteria:
Gamification and Evaluation of the Knowledge Management Application in a Software Quality Lab: An Experimental Study
205
Figure 2: Gamification Worksheet Start step.
relevance, where it was evaluated whether the
knowledge generated in the Card or the comment
was important to the organization, scoring from zero
to two, clarity, where it was evaluated if the
information described in the Card or comment was
understandable, scoring between zero and two, and
attendance to the subject, where it was evaluated if
the knowledge described in the Card or comment
answered the proposed problem, punctuating
between zero and six in this question, following the
descriptions in (Alcantara and Oliveira, 2018).
Figure 3: Knowledge Cards.
Following the Gamification flow, in the Identify
Target Audience step, the Players and the Expert,
after evaluating each Card or comment, identified a
target audience, where this knowledge best applied.
Figure 4: Individual Tracking Form - Created Cards.
In the Duel step of the Gamification flow, the
grades given for the same Card or comment by the
Players and by the Expert in the Evaluate Cards step
were compared, and the Player who had the
evaluative grade equal to the grade given by the
Expert was the winner of the Duel, receiving an
extra score defined and disseminated by the Master
at the beginning of the Gamification iteration,
according to Alcantara and Oliveira (2018).
In the Pack Card and Communicate Target step
of the Gamification flow, the Cards or Comments
that obtained in the Evaluate Cards step the grade
greater or equal to six in the Expert's evaluation, in
addition to the points given in the criteria of
relevance, clarity and attendance were fixed in the
Knowledge Board, as can be seen in Figure 6, and
the target public, identified by the Expert in the
Identify Target Audience step, informed of the
availability of this new knowledge for possible
queries and comments.
The Knowledge Board, in Figure 5, was
organized in such a way that in the upper part was
identified the 7 types of knowledge that are:
Description of the process, where the knowledge is
exposed in a sequential and logical, Case that it
describes a specific situation, Lesson Learned,
which reports a learning of a particular case, Idea,
which alludes to a suggestion of improvement or
something innovative, Doubt, which describes a
question or subject that needs an explanation,
Domain, knowledge related to the area of expertise
of who is generating the knowledge, and
Association Rule, which represents the knowledge
generated from observance of other facts, enabling a
logical conclusion (Oliveira, 2018).
In the left part of the Knowledge Board, the
Target Public was identified, so that the Cards were
positioned according to the Knowledge Type and the
Target Audience, making it easy for users to identify
the Cards.
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Figure 5: Knowledge Board.
In the Knowledge Repository step of the
Gamification flow, Players had access to all
approved Knowledge Cards and comments, which
were made available in the Knowledge Board, and
thus to identify possible areas where it is feasible to
generate a new Card or create a comment related to
a Card in the Knowledge Repository.
Finally, the Ranking step, where the Players
identified their performance in relation to the other
players in the amount of points reached throughout
the gamification and through the average of the final
medals. Finally, the general medal was presented
that is attributed to each participant according to
their performance in the activities of each step of the
flow and their participation, as can be seen in Figure
6.
Figure 6: Ranking step.
5 THE EVALUATION
In order to evaluate the application of Gamification
proposed by Alcantara and Oliveira (2018) in the
lab, the Gamification Worksheet was used to
analyze the performance of the Players in the main
activities of each step, through the Activity Medals;
the commitment throughout the flow (presence,
doubts, suggestions, participation, faults, not to carry
out the activities and disrupt the work), through the
Participation Medals, as can be seen in Figure 2; the
Final Medals were also analyzed, resulting from the
combination of Activity Medals and Participation
Medals; and, finally, the General Medal.
5.1 Comparison between the Results
Obtained
The quantitative data that were collected for the
analysis of this case study are allocated in the
Gamification worksheet, while the qualitative data
were collected by audio and analyzed by the authors
of the study.
5.1.1 Quantitative Results
Analyzing the Gamification Worksheet, in the
Participation Medals question, we noticed 80% of
the participants in the Ninja Turtle level and only
20% in the Piccolo level.
While in the Medal of Activities and Final
Medals, along the stepd of the Gamification flow,
the performance of the Players was analyzed, as
shown below.
In the Start step, 100% of the participants
reached Activity Medals of Yoda, which
demonstrates their mastery over the activities
proposed in this stage. To win this medal was
necessary to perform the activity "Participate in the
simulated round" which totaled 10 points. While in
Final Medal, 80% of Players won the Ninja Turtle
Medal, and 20% the Piccolo Medal.
Table 1 shows the range of points required for
each Medal in Create Knowledge Cards and / or
Comments, Evaluate Cards, Identify Target
Audience, Duel, Pack Card and Communicate
Target Audience, and Knowledge Repository steps.
Then, in the "Create Knowledge Cards and / or
Comments" step, in the Activity Medals category,
80% of the Players achieved the Shrek Medal and
only 20% of the Players the Ninja Turtle Medal. As
for the Final Medal, 60% of the Players won the
Shrek Medal and 40% the Ninja Trutle Medal.
In the Evaluate Cards step, in the Medals of
Activity category, 20% of the Players reached the
Shrek Medal, 60% of the Players reached the Ninja
Turtle Medal, and only 20% of the Players the
Piccolo Medal. In the Final Medal, 20% of the
Players won the Shrek Medal, and 80% the Ninja
Turtle Medal.
Next, in the Identify Target Audience step, in the
Medals of Activity category, 20% of Players reached
the Shrek Medal, 40% of Players reached the Ninja
Turtle Medal, 20% of Players reached the Piccolo
Medal, and only 20% of Players a Yoda Medal. In
Gamification and Evaluation of the Knowledge Management Application in a Software Quality Lab: An Experimental Study
207
the Final Medal question, 20% of the Players won
the Shrek Medal, 40% the Ninja Turtle Medal, and
40% the Piccolo Medal.
Table 1: Score Range for Medal of Activities in Create
Knowledge Cards and / or Comments, Evaluate Cards,
Identify Target Audience, Duel, Pack Card and
Communicate Target Audience, and Knowledge
Repository steps.
Medal of Activity
Create Knowledge Cards
and / or Comments,
Evaluate Cards and
Identify Target Audience
Duel
Pack Card and
Communicate Target
Audience
Knowledge Repository
Range of Points
Yoda
From 61
From 350
From 160
From 13
Piccolo
41 to 60
150 to
300
100 to
140
10 to 12
Ninja
Turtle
21 to 40
50 to 100
40 to 80
7 to 9
Shrek
0 to 20
0 to 49
0 to 20
0 to 6
In the Duel step, in the Medals of Activity
category, 20% of the Players reached the Shrek
Medal, 60% of the Players reached the Ninja Turtle
Medal, and only 20% of the Players the Piccolo
Medal. In the Final Medal question, 20% of the
Players won the Shrek Medal, and 80% the Ninja
Turtle Medal.
In the Pack Card and Communicate Target
Audience step, in the Activity Medals question,
100% of the Players reached the Ninja Turtle Medal.
In Final Medal, 100% of Players won the Ninja
Turtle Medal.
In the Knowledge Repository step, in the Medals
of Activity question, 100% of the Players reached
the Shrek Medal. In the Final Medal, 80% of the
Players won the Shrek Medal, and 20% the Ninja
Turtle Medal.
Finally, in the Ranking step, the scores of each
participant were presented along with the General
Medal of each one, as can be seen in Figure 7, where
80% of the participants obtained the General Medal
of Ninja Turtle, and only 20% the Piccolo Medal.
Table 2 shows the range of points required for each
Medal in this step.
Table 2: Value intervals for General Medal.
Arithmetic Average
of Final Medals
General Medal
3,1 to 4
=
Yoda
2,1 to 3
=
Piccolo
1,1 to 2
=
Ninja Turtle
0 to 1
=
Shrek
5.1.2 Qualitative Results
The qualitative results were collected from
interviews in the feedback meeting with all
Gamification participants. Dynamics, generated
products, flow, Gamification (elements and
mechanics), and roles (actors) were analyzed.
In relation to the Dynamics present in the
Gamification, the social interaction, promoted by the
dynamics, the possession aspect, the almost
instantaneous feedback and the exchange of
knowledge were presented as strengths. As
Opportunities the participants pointed out the
possibility of using a public worksheet for better
monitoring by all stakeholders along the dynamics
or a tool that enables instant feedback. As
weaknesses, still in relation to the dynamics, they
punctuated the absence of playful terms and
narrative, characteristic of most games. And, as a
threat, they punctuated the amount of participants
that can compromise the follow-up of the process,
and the execution time of each step that may detract
from the outcome.
In the Generated Products criterion were
presented as strengths the Tracking Form, which
enabled participants to control the knowledge cards
that allowed interpretation in a clear and intuitive
way and the use of the lab environment. As
Opportunities the participants scored the possibility
of Level Creation progression for the products. As
weaknesses they pointed out the absence of the
fields with the types of knowledge in the Cards.
And, as a threat, they punctuated the possibility of
excess Cards which can create bottlenecks,
especially in the Evaluate Cards step.
Regarding the Flow were presented as strengths
the Visual Representation of the Gamification,
which makes it possible to visualize the whole flow.
As Opportunities the participants pointed out the
possibility of improving the Duel activity. As
weaknesses they pointed to the absence of a pre-
established target audience list, which could become
a disincentive factor for participants.
In the Gamification criterion, almost instant
feedback was presented as strengths. As
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Opportunities participants pointed out the possibility
of an award at the end of the experiment, the
possibility of a reward based on the grade given by
the expert for each Card and the use of a software in
the gamification that allows greater agility in the
creation of Cards and generate feedback snapshot.
As weaknesses they pointed out the existence of
many rules and a weak feeling of play, necessitating
something more playful. And, as a threat, they
punctuated the limitation of tasks.
Finally, in relation to the Roles (actors) were
presented as strengths the fact of the roles being well
defined and clear, helping in the identification of
each actor. And, as a threat, they punctuated the
number of players that, if there are many, can
demand a greater number of participants in both the
Judge profile and the Expert profile.
6 CONCLUSION
This paper presented the results of a case study that
allowed improving the teaching and learning
techniques of Knowledge Management. The results
obtained with the Gamification worksheet and
feedback from the participants enable the QR
response that was presented in Section 5, where the
use of gamification as a tool to support teaching and
learning of knowledge management contributes
positively.
As future works, the authors suggest the use of
the Gamification proposal in scenarios of different
professional contexts, in order to ascertain the
suitability of Alcantara and Oliveira (2018) proposal
in different scenarios; the application of the proposal
with a more expressive number of participants; and
the use of the proposal in the classroom.
ACKNOWLEDGEMENTS
The authors would like to thank the Dean of
Research and Postgraduate Studies at the Federal
University of Pará (PROPESP/UFPA) for providing
financial support through the Qualified Publication
Support Program (PAPQ).
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