VIA`s methodologies for learning are associated with the formation of educators and qualification of children, youngsters and adults with a focus on innovation and entrepreneurship, through practices and tools such as gamification, problem solving, workshops and courses.

Faculty formation based on innovation techniques

The VIA group holds a methodology for knowledge sharing and faculty formation. Based on innovation processes, with the support of innovative tools, the group trains educators on different concepts and practices, having as a final action the planning of academic projects, or even, lesson plans for real implementation.

Training of over 300 educators over 2017 and 2018 on the themes "smart cities" and "innovative cities", on the Continuous Education Center (CEC) of the Municipal Secretary of Education of Florianópolis` City Hall, approaching subjects ranging from the appropriation and further development of the main concepts to the elaboration of activity plans and utilization of teaching resources, with the goal of turning them into multipliers in schools.

Knowledge management

Atuando em conjunto com a coordenadoria de estágio do curso de Engenharia de Materiais, ao longo dos anos, tem-se realizado ações que buscam otimizar a busca de estágio, mapeando laboratórios, empresas nacionais e internacionais. O objetivo principal tem sido melhorar a jornada discente de atuação profissional.

Juntamento com os alunos de graduação da turma de Engenharia e Gestão do Conhecimento foi desenvolvido um conjunto de ferramentas para o estudo e aplicação da ISO 30401, Knowledge management systems —Requirements. As ferramentas tiveram o foco no contexto da organização, necessidades e expectativas dos stakeholders, cultura de gestão do conhecimento e auditoria interna.

Gamification for innovation learning

Gamification means to use game mechanics in order to increase motivation, concentration and other positive attitudes commonly associated with games, but not in a non-game context. The VIA methodology addresses the stages which: define the concept that the game will be based on literature, idealize the game by incorporating an internal validation cycle, and prototype its final design , also based on a validation cycle.

The game is composed by a guiding board that illustrates which components belong to each of the six dimensions of a smart city (mobility, economy, lifestyle, environment, governance and people). The goal is for the players to observe the symbols of the cards on the board, creating links between the pictures and the dimensions of a smart city , therefore fixating smart city concepts.

The Smart City Trial is a board game in which the goal is to cover the path while identifying the elements which compose each of the dimensions of a smart city. In each move, the player engages in the adventure of getting to know the possibilities for a city and pieces of knowledge regarding positive and negative attitudes in the search of a smart-city-related concept.

The domino stimulates attention and reasoning , it is composed of pieces that feature, on one side, the name of one of the six smart city dimensions and, on the other, the picture of an element corresponding to each of the dimensions. As a means of making the game more difficult , develop reading skills and stimulate the linkage between a dimension and elements of a smart city, the players must connect the pieces by uniting the name of the dimensions to their respective elements (pictures).

The Memory Game aims to stimulate attention and reasoning . As a means of fostering reading abilities as the relations between dimensions and elements of a city, when planning the pairing of cards, the names of the dimensions were considered as well as the elements corresponding to these dimensions. Thus, a correct pair of cards is the match of a dimension to one of its corresponding elements.

The Game of Cities aims to promote the dissemination and discussion of the results of the Public Opinion Research (POP) and the Anual Report of Indicators` Progress (RAPI), both held on 2017 by the Ver a Cidade Network, a citizen monitoring network on the cities of the Great Florianópolis, Goiânia, João Pessoa, Palmas and Vitória. The network was established as part of the Emergent and Sustainable Cities Program (CES) of the Interamerican Development Bank (BID), in partnership with the Caixa`s Socioenvironmental Fund, and the company Baobá Sustainable Practices.

As RAPI and POP bring information of different natures they are played separately , that is, the Game of Cities is composed by two games, one with a POP card set and the other with a RAPI one. There is also a questions card set , with questions referring to the sustainable characteristics of Brazilian cities.

The game Entrepreneurial Mind approaches entrepreneurial capacities, turning entrepreneurship into a lifestyle, through challenges based on day-to-day situations in the life of an elementary school student and activities taking place inside a maker lab. Composed of cards split between positive and negative attitudes , challenges and board situations which stimulates a child to think when making a decision, the game`s final objective is to finish the trial with the most rewards in hand.

The Winners Game works with knowledge about the market and entrepreneurship, furthermore, it addresses innovation habitats, current legislation and actors of the innovation ecosystem. In it, players are investors and entrepreneurs trying to dominate the market by creating startups and big companies. The government makes a series of incentives to provide sources to startups and big companies, which are indicated by a market valorization roulette . During the turns, the interactions with the market happen in order to keep the economy always active. Young entrepreneurs must try to establish themselves in this highly competitive environment.

The Intellectual Property game offers the players knowledge on concepts inherent to intellectual property, as well as infractions committed against their norms. In the game, it is necessary to manage the received values and acquired titles. The intention is to bring closer the basic concepts related to intellectual property, such as patents, industrial design, brands and copyright. Besides these concepts, children also learn in a casual way about the harms resulting from the acquisition , sale and utilization of non-original products.

Da VIA para o Mundo é um jogo criado para a disciplina de Habitats de Inovação da graduação. Durante a disciplina todas as tipologias de habitats de inovação são apresentadas para os alunos, que ao fim do semestre participam do jogo. O jogo aborda os conceitos dos habitats, assim como exemplos práticos nacionais e internacionais que são passados durante a disciplina.

Este é um jogo de fixação de conceitos. O tema abordado são os atores dos ecossistemas de inovação: público, empresarial, de conhecimento, fomento, institucional, sociedade civil e habitats de inovação. Desta forma os jogares precisam associar as ilustrações dos atores com as suas definições.

Jogo de fixação de conceitos. O tema abordado são as tipologias de cidades: criativas, sustentáveis, inteligentes e inovadoras. Desta forma os jogares precisam associar as suas definições com cada uma das tipologias.