Eliane Pereira
Federal University of São Carlos
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international conference on artificial intelligence in theory and practice | 2008
Junia Coutinho Anacleto; Ap. Fabiano P. de Carvalho; Eliane Pereira; Alexandre M. Ferreira; Alessandro José Francisco Carlos
Good sense can be defined as the quality which someone has to make sensible decisions about what to do in specific situations. It can also be defined as good judgment. However, in order to have good sense, people have to use common sense knowledge. This is not different to computers. Nowadays, computers are still not able to make sensible decisions and one of the reasons is the fact that they lack common sense. This paper focuses on OMCS-Br, a collaborative project that makes use of web technologies in order to get common sense knowledge from a general public and so use it in computer applications. Here it is presented how people can contribute to give computers the knowledge they need to be able to perform common sense reasoning and, therefore, to make good sense decisions. In this manner, it is hoped that software with more usability can be developed.
Anais do Workshop de Informática na Escola | 2008
Junia Coutinho Anacleto; Alexandre M. Ferreira; Eliane Pereira; Marcos Alexandre Rose Silva; João Alberto Fabro
Resumo: A pesquisa teve como objetivo verificar as relacoes sociais entre os individuos, numa disciplina presencial, quando suportadas por um ambiente virtual. Foi aplicado um questionario semi-estruturado com 17 alunos de uma disciplina de um curso de Mestrado. A analise constatou indicios de uma comunidade presente nas trocas existentes entre os alunos da disciplina. Abstract: The research aimed to investigate social relationships between students and teahcer in a classroom setting when using a Virtual Learning Environment. A survey was conducted with 17 students from a graduate course. The results indicate traces of a community in the exchange between students.Resumo: Este artigo apresenta os resultados do curso “Introducao ao Estudo da Dislexia” desenvolvido na plataforma MIRANTE - Midia Interativa com Recursos de Acessibilidade, que se destina a capacitacao de professores para trabalharem com alunos dislexicos. Analisa o desempenho dos cursistas, nao so na apropriacao do conteudo do curso, mas tambem no ambiente virtual interativo que permite a flexibilizacao do ensino e a promocao de processos individuais de aprendizagem. Abstract: This article describes the first module of a teachers’s capacitation courser available in the long-distance education enviroment MIRANTE - Interactive Media with the Accessibility Resources of NTE. Its subject is the Dyslexia, which represents, at the current moment, a serious problem a mong student. Education professionals are, each time, more aware of it. To capacitate long-distance teachers, discussing the characteristics of Dyslexia end pointing out the resources for the inclusion of those students and the development of methods and technologies, which may help students with learning problem, is the aim of this course.Resumo: Este artigo resumido descreve a experiencia do Curso “A Literatura Infantil e o Livro Eletronico” desenvolvido no Nucleo de Tecnologia Educacional de Sao Pedro da Aldeia – NTE RJ 10 com alunos do Curso de Formacao de Professores. Abstract: This summarized article describes the experience of the Course “The Infantile Literature and the Eletronic Book” developed into the Nucleo de Tecnologia Educacional de Sao Pedro da Aldeia – NTE RJ 10 with students of the Teacher Training Course.Resumo: Este artigo aborda o ensino da Arte atraves do trabalho com projetos e utilizacao do ambiente colaborativo SOCRATES. A pesquisa foi realizada numa escola da rede municipal de ensino de Fortaleza, com alunos do 7o ano. Os dados apresentados compoem os foruns de discussao realizados durante o projeto A Arte pela Arte. Dentre os resultados, enfoca-se a interacao constante, a aprendizagem colaborativa e o uso intensivo dos recursos tecnologicos. Tais dados indicam que trabalhar com projetos tendo o SOCRATES como suporte constitui-se em alternativa viavel para a dinamizacao da Arte como disciplina dos curriculos. Abstract: The study investigated a project-based approach for art teaching with support of a virtual environment called SOCRATES. The research was conducted in a public school in Fortaleza with 7th grade students. Data was composed of messages from the SOCRATES forum during a Project called “Art by Art”. Results indicate the presence of constant students’ interaction, collaborative learning and intensive use of technological resources. Such data indicate that the project based approach, supported by SOCRATES, is a viable alternative to promote Arts as a discipline in school curriculum.
international conference on enterprise information systems | 2009
Junia Coutinho Anacleto; Alexandre M. Ferreira; Eliane Pereira; Izaura Maria Carelli; Marcos Alexandre Rose Silva; Ana Luiza Dias
The computers games use on educational field have been growing as a potential tool to facilitate the teaching-learning process. In the “What is it?” environment, presented in this article, the teacher can be coauthor of a guess game based on cards, in which, the common sense knowledge support the teacher to be aware of students’ culture and necessities. The environment also proposes a way to collect common sense statements, where engines on editor’s module and player’s module store all user interaction and combine this information to make new relations into Brazilian Open Mind Common Sense project (OMCS-Br) knowledge base. A study case was done by teachers and students from two different public schools, whose result point out the potential of this new way to collect common sense statements naturally through a web
Learning to Live in the Knowledge Society | 2008
Eliane Pereira; Junia Coutinho Anacleto; Alexandre M. Ferreira; Aparecido Fabiano Pinatti de Carvalho; Izaura Maria Carelli
When teachers want to introduce a discussion about the use of cigarette to a group of teenagers, it can be interesting to know what this group thinks about it in order to contextualize the approach to their profile. It is proposed here a framework to instance web game supported by common sense knowledge to approach the called “transversal themes” of the school curriculum, like healthcare, sexual education and ethic. The quiz game framework called “What is it?” is presented as a support for teachers in contextualizing the content to the students’ local culture, promoting a more effective and significant learning, where a new knowledge is related to a previous one in the student’s cognitive structure. Teachers can set up a web quiz game based on common sense knowledge in the prototype presented.
systems, man and cybernetics | 2008
Junia Coutinho Anacleto; A.F.P. de Carvalho; Aila de Menezes Ferreira; Eliane Pereira; Alessandro José Francisco Carlos
human factors in computing systems | 2008
Alexandre M. Ferreira; Eliane Pereira; Junia Coutinho Anacleto; Aparecido Fabiano Pinatti de Carvalho; Izaura Maria Carelli
international conference on computer supported education | 2009
Alexandre M. Ferreira; Eliane Pereira; Junia Coutinho Anacleto; Izaura Maria Carelli; Marcos Alexandre Rose Silva; Ana Luiza Dias
Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE) | 2007
Alexandre M. Ferreira; Eliane Pereira; Junia Coutinho Anacleto; João Alberto Fabro; Rosângela Aparecida Delosso Penteado
Revista Portuguesa de Enfermagem de Saúde Mental | 2016
Vanessa Carine Gil de Alcantara; Rose Mary Costa Rosa Andrade Silva; Eliane Pereira; Marcos Andrade Silva
Anais do Encontro Virtual de Documentação em Software Livre e Congresso Internacional de Linguagem e Tecnologia Online | 2014
Eliane Pereira; Izaura Maria Carelli; Eloiza da Silva Gomes de Oliveira; Jorgelina Ivana Tallei