Alan Pedro da Silva
Federal University of Alagoas
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Featured researches published by Alan Pedro da Silva.
Expert Systems With Applications | 2012
Rodolfo C. Cavalcante; Ig Ibert Bittencourt; Alan Pedro da Silva; Marlos Silva; Evandro Costa; Robério José R. dos Santos
Multi-agent systems (MAS) are a relatively new software paradigm that is being widely accepted in several application domains to address large and complex tasks. However, with the use of MAS in open, distributed and heterogeneous applications, the security issues may endanger the success of the application. The goal of this research is to identify the security issues faced by MAS and to survey the current state of the art of this field of knowledge. In order to do it, this paper examines the basic concepts of security in computing, and some characteristics of agents and multi-agent systems that introduce new threats and ways to attack. After this, some models and architectures proposed in the literature are presented and analyzed.
Computers in Human Behavior | 2016
Thyago Tenório; Ig Ibert Bittencourt; Seiji Isotani; Alan Pedro da Silva
There is an increase use of Peer Assessment (PA) approaches in On-line Learning Environments to support students and teachers on educational process. However, the community still lacks a comprehensive understanding of how Peer Assessment behaves within these educational environments, since there are no studies that make an analysis of the researches which has been conducted in this context, analysing the benefits and disadvantages of the use of Peer Assessment. Thus, the main goal of this work is to investigate and better understand how PA contributes in student learning as well as can bring benefits to the teachers involved. In order to meet our goal, we conducted a systematic literature review (SLR). In summary, the main findings are: (1) there are empirical evidences of the benefits of using PA in both industry and academy, and in several educational levels; (2) PA is most addressed to the correction of written activities on on-line courses; (3) About 60% of the articles showed PA improvement in student performance; (4) About 1/3 of the studies showed PA brings some benefits to teachers; (5) In some studies the use of the PA had difficulties, especially issues related to student motivation, which impairs the peer review process. We conducted a SLR to identify the use of Peer Assessment(PA)in On-line Learning.The results show there are empirical evidences of the benefits of using PA approaches.About 60%of the studies indicates that PA improvement in student performance.About 1/3 of the studies showed that Peer Assessment brings benefits to teachers.
intelligent tutoring systems | 2014
Ranilson Paiva; Ig Ibert Bittencourt Santa Pinto; Alan Pedro da Silva; Seiji Isotani; Patrícia Augustin Jaques
This work presents an approach to assist teachers, tutors and students from online learning environments. It is a four-steps process called Pedagogical Recommendation Process that uses the coordinated efforts of human actors (pedagogical and technological specialists) and artificial actors (computational artifacts). The process’ objective is to find relevant information in educational data to help creating personalized recommendations. Using the process it was possible to detect issues within a learning environment (UFAL Linguas), and discovered why some students were facing difficulties, and what other students were doing in order to succeed in the course. This information was used to personalize pedagogical recommendations.
Proceedings of the 2010 Workshop on Knowledge-Oriented Product Line Engineering | 2010
Alan Pedro da Silva; Evandro Costa; Ig Ibert Bittencourt; Patrick H. S. Brito; Olavo Holanda; Jean Melo
The Software Product Lines (SPL) has proved very effective in building large-scale software. However, few works seek to adjust the approach of software product line to applications in the context of semantic web. This is because applications in this context assume the use of semantic services and intelligent agents. As a result, it is necessary that there are assets that provide adequate interoperability both semantic services and intelligent agents. In this sense, it is proposed in this paper the use of ontologies for the specification of entire a project of a SPL. With this, it can be a sufficiently formal specification that can be interpreted by both software engineers and computational algorithms.
Worshops do II Congresso Brasileiro de Informática na Educação | 2013
Ranilson Paiva; Ig Ibert Bittencourt; Alan Pedro da Silva
Este artigo apresenta um modelo para aplicacao de tecnicas de mineracao em dados coletados a partir de avaliacoes da aprendizagem. A partir da proposta, torna-se possivel identificar quais conteudos e em que niveis cognitivos eles foram assimilados pelos aprendizes, permitindo, assim, que estrategicas pedagogicas sejam adequadamente planejadas para grupos de estudantes que apresentem as dificuldades identificadas. Para validar o estudo, sao apresentados tambem os resultados do experimento realizado numa disciplina de Programacao do curso de Licenciatura em Computacao da Universidade de Pernambuco.
Archive | 2011
Alan Pedro da Silva; Ig Ibert Bittencourt; Walker Ataide; Olavo Holanda; Evandro Costa; Thyago Tenório; Patrick H. S. Brito
The Intelligent Tutoring Systems (ITS) have been used daily to support education in various domains. For this reason, fast and easy construction of ITSs are fundamental requirements. In this sense, a Software Product Line has been used accordingly for building Intelligent Tutoring System families. However, the construction of such family systems is still a hard and complex task which involves the representation and manipulation of different knowledge sources with distinct artifacts. To alleviate these issues, this paper proposes an ontology-based model for driving the building of software product lines in an ITS Context. It also provides a case study describing the construction of an ITS in the programming domain. In addition, an evaluation is presented aiming to show the feasibility of the proposed model. The main conclusion is that this model reduces the effort and the complexity in the construction of such systems.
artificial intelligence in education | 2018
Diego Dermeval; Josmário Albuquerque; Ig Ibert Bittencourt; Julita Vassileva; Wansel Lemos; Alan Pedro da Silva; Ranilson Paiva
Researchers are increasingly interested in using gamification along with Intelligent Tutoring Systems (ITS) to motivate action, promote learning, facilitate problem-solving, and to drive desired learning behaviors. In fact, although the desire of teachers to be active users of gamified ITS, these systems are not personalized according to teachers’ preferences. Several research problems might arise when trying to empower teachers in the design of gamified ITS, for instance, the high complexity and variability of features to manage, the need to consider theories and design practices, and the need of providing simple and usable solutions for them. In this work, we propose a gamified ITS authoring tool that supports authoring (fully or partially) of the domain, gamification and pedagogical models of gamified ITS by teachers. We investigate how different versions of the tool are perceived by users assuming the role of teachers. Our results indicate a positive attitude towards the use of the authoring tool, in which participants agreed that they are easy to use, usable, simple, aesthetically appealing, have a well-perceived system support and high credibility.
International Journal of Information Management | 2018
Armando Maciel Toda; Ricardo Melo Casseb do Carmo; Alan Pedro da Silva; Ig Ibert Bittencourt; Seiji Isotani
Abstract Gamification planning has been a topic of discussion in the last years since it can be used to increase performance, engagement, and motivation of end users. When properly applied in educational settings, gamification can lead to better learning. Furthermore, it can be boosted when tied to social networks. However, according to the literature, there are three main concerns regarding this topic: (a) instructors and teachers does not have the resources to plan and develop gamification strategies into their classes; (b) gamification needs a systematic approach to achieve the desired positive results; and (c) inexistence of systematic approaches that connect and help in the design of gamification and social network tasks within these contexts. Thus, this work proposes a solution to help instructors and teachers to plan and deploy gamification concepts with social network features in learning environments. In this paper, we detailed our approach depicting the set of items to analyze and compare it with other solutions that are focused on education. Then, it was conducted a case study over a programming course (N = 40) to analyze the planning and deployment phases. Our results demonstrated that our approach is the first to consider the stakeholders (i.e. instructors and teachers) as part of the process. Moreover, even though there are still some obstacles to overcome, the gamified strategies that were created achieved positive acceptance among the students and professor.
International Journal of Knowledge and Learning | 2017
Diego Dermeval; Glauber Leite; João Almeida; Josmário Albuquerque; Ig Ibert Bittencourt; Sean W. M. Siqueira; Seiji Isotani; Alan Pedro da Silva
Intelligent tutoring systems (ITSs) are effective to provide instruction for students in several situations. Many works have been using gamification by adding game elements to learning contexts aiming to engage students and to drive desired learning behaviours. However, the design of gamified ITS should deal with a huge variability. Software product lines (SPLs) promise to offer rapid product development and more affordable development costs to build software from the same family. A key factor to successfully implement a product-line approach is to structure commonalities and variabilities into a product line architecture (PLA). In this paper, we propose a PLA for developing gamified ITSs that uses an ontology-driven feature modelling strategy. We illustrate how our architecture could be applied to instantiate a product on the basic math domain. We also discuss a set of implications of using it as well as how it could support the evolution/changing of gamified ITSs.
quality of information and communications technology | 2014
Fabio Silva da Conceicao; Alan Pedro da Silva; Ananias Queiroga De Oliveira Filho; Reinaldo Cabral Silva Filho