Lais Z. Pedro
University of São Paulo
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Featured researches published by Lais Z. Pedro.
acm symposium on applied computing | 2015
Lais Z. Pedro; Aparecida M. Z. Lopes; Bruno G. Prates; Julita Vassileva; Seiji Isotani
The development and use of Virtual Learning Environments (VLE) has increased considerably over the past decades. Following that trend, many research findings have shown the benefits of using VLE during the learning process. Nevertheless, there are important problems that hinder their use requiring further investigation. Among them, one of the main problems is the inappropriate use of these systems by students. The boredom, lack of interest, monotony, lack of motivation, among other factors, ultimately causes students to behave inappropriately and lead them to a lower performance. In this context, the proposed study investigates whether it is possible to reduce undesirable behaviors and increase performance of students through the use of game mechanics (i.e. gamification). We develop a VLE, E-Game, that can turn on/off several game mechanics, such as points, badges, levels and so on. A case study was conducted with two groups of students to investigate their behavior during their interaction with E-Game with and without gamification. The results indicate that the gamification implemented by E-Game contributed to improve student performance in the case of boys. Yet, improvement was not observed in the case of girls. Furthermore, it was not possible to conclude whether the use of gamification helps to prevent inappropriate student behavior, and therefore, further studies and experiments are needed.
international conference on advanced learning technologies | 2014
Seiji Isotani; Lais Z. Pedro; Helena Macedo Reis; Simone S. Borges; Aparecida M. Z. Lopes; João P. T. Souza; Anarosa A. F. Brandão; Leônidas de Oliveira Brandão
Interactive Geometry (IG) is a computational approach to teach geometry using interactive geometric objects. It is based on the learning-by-doing method where the representation and manipulation of geometric spaces can support students to construct their knowledge through experience. Several research findings indicate various benefits of using IG in classroom. Nevertheless, IG software developed to date has been based on the desktop model where the interaction between a user and the IG software occurs through the conventional inputs and outputs methods: keyboard, mouse, and a monitor. Currently, this model is being challenged by the widespread adoption and use of mobile devices. In this scenario before building an IG software that can be effectively used in mobile devices such as smartphones and tablets, where the input is based on touches and movements of fingers and the output is a small screen, there is a need to rethink the interface and what interaction methods should be employed. In response to this need, our paper examines the design and development of a GI application for mobile devices. In this study, we have proposed and implemented an interface and interaction model that is suitable for developing a GI software for mobile devices.
Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE) | 2012
Lais Z. Pedro; Simone S. Borges; Aparecida M. Z. Lopes; João P. T. Souza; Anarosa A. F. Brandão; Leônidas de Oliveira Brandão; Seiji Isotani
The keynotes goal is to reflect on emergent opportunities for human Discovery (in science), Creativity (in art & industry), and Learning (in education) as processes often occurring serendipitously in individuals and in communities empowered by dynamic Web connections in the global village. These reflections seem to fit best with the mandate of the CBIE Conference: sustainable education.Este trabalho apresenta uma evolucao do assistente inteligente SAE para inferir e fornecer orientacao pedagogica coerente com varias metodologias educacionais, superando uma dificuldade tradicional para este tipo de software, alem de fornecer mais apoio ao ensino-aprendizagem personalizado.O artigo fundamenta-se nos resultados do processo de desenvolvimento de um ambiente web de aprendizagem, ja modelado em dissertacao de mestrado (CABRAL,2006). O sistema tem por objetivo facilitar o acompanhamento das atividades que envolvem a definicao e a elaboracao de pre-projetos de Trabalhos de Conclusao de Curso (TCC). Para atingir tal objetivo o sistema e baseado em uma camada de agentes inteligentes que atuam como colaboradores para execucao de todas as atividades necessarias ao desenvolvimento do TCC. Para que esses agentes atuem de forma satisfatoria no ambiente e necessario o estabelecimento de um processo de comunicacao que possibilite aos agentes agirem em um nivel conceitual mais proximo do ser humano. Dessa forma, este artigo expoe os resultados obtidos ao longo do desenvolvimento dos agentes computacioniais e seus mecanismos de comunicacao.Este artigo descreve o projeto de desenvolvimento de jogo educativo baseado em metodologias participativas, pelas quais estudantes da rede publica de ensino medio idealizam, projetam e desenvolvem prototipos de um jogo sobre Sistema Imunologico e virus da Dengue. O objetivo da pesquisa e verificar os impactos do processo sobre a aprendizagem dos estudantes.O objetivo deste artigo e apresentar resultados de estudo de um caso exploratorio, realizado junto aos alunos de uma Instituicao de Ensino Superior. Como resultados, foram levantados indicadores de avaliacao do Sistema de EaD e identificados problemas, segundo a percepcao dos alunos. A partir dos resultados destaca-se que a Universidade desconhece a metodologia ITIL® e que seria fundamental que fosse implantada uma estrategia do servico (fase inicial da ITIL®), conduzindo a melhoria continua do servico e da infra-estrutura da Universidade.O facil acesso as informacoes devido a difusao da internet possibilita o enriquecimento intelectual, mas por vezes acaba por ser um meio de usufruir do conhecimento de outrem sem mencionar seus creditos/direitos autorais, o que por fim acaba na configuracao do plagio. O plagio no meio academico e uma tarefa dificil de ser controlada, devido o grande numero de trabalhos que sao feitos por uma vasta quantidade de alunos e tambem pelo excesso de tarefas dos professores e pelo pouco tempo que conseguem dedicar para o controle da qualidade e autenticidade dos trabalhos. Com isso, e importante contar com softwares que auxiliem no processo de verificacao de indicios de plagio, desta maneira o presente trabalho vislumbra desenvolver uma nova ferramenta de analise de indicios de plagio bem como aprimorar o metodo DIP – Detector de Indicios de Plagio para auxiliar o docente na verificacao da autenticidade dos trabalhos.A Neuropedagogia promove o confronto sucessivo e simultâneo entre concepcoes tacitas, crencas e valores normativos com esquemas inovadores, criando um espaco entropico e poetico no âmbito da experiencia humana. A natureza da ciencia neuropedagogica exige um modelo fractal de construcao de mundo, sustentado pelo prazer da perplexidade. Busca-se a geratriz e as leis de formacao para atingir a unanimidade sobre o conceito de educacao de pessoas com alta dotacao humana, impossivel de se concretizar, sem o recurso das ideologias filosoficas, cientificas e tecnologias aliadas as eticas.In this talk I will elaborate on the development, implementation and evaluation of the use of online tools for learning, with special attention to games and gamification, sharing and collaboration.
international conference on advanced learning technologies | 2016
Kamila Takayama Lyra; Seiji Isotani; Rachel Carlos Duque Reis; Leonardo B. Marques; Lais Z. Pedro; Patricia Jaques; Ig Ibert Bitencourt
Infographic is a type of information visualization that uses graphic design to enhance human ability to identify patterns and trends. It is popularly used to support spread of information. Yet, there are few studies that investigate how infographics affect learning and how individual factors, such as learning styles and enjoyment of the information affect infographics perception. In this sense, this paper describes a case study performed in an online platform where 27 undergraduate students were randomly assigned to view infographics (n=14) and graphics+text (n=13) as learning materials about the same content. They also responded to questionnaires of enjoyment and learning styles. Our findings indicate that there is no correlation between learning styles and post-test scores. Furthermore, we did not find any difference regarding learning between students using graphics or infographics. Nevertheless, for learners using infographics, we found a significant and positive correlation between correct answers and the positive self-assessment of enjoyment/pleasure. We also identified that students who used infographics keep their acquired information longer than students who only used graphics+text, indicating that infographics can better support robust learning.
international conference on advanced learning technologies | 2015
Aparecida M. Z. Lopes; Lais Z. Pedro; Seiji Isotani; Ig Ibert Bittencourt
Nowadays, with the spread of massive open online courses (MOOC) there is a significant increase in the number of students learning through the Web. Consequently, there is a growing concern about the quality of the Web-based Educational Software (WES). Despite of various mechanisms to evaluate the quality of this software, most of the quality criteria are spread in different articles found in the literature. Therefore, this work aims to conduct a Systematic Literature Mapping to identify the criteria to assess the quality of WES, and classify them according to their contribution. A total of 78 studies were analyzed and classified into four categories of quality: pedagogical, technical, organizational and social. The results contribute to support the maintenance and improvement of the quality of the WES available to the community.
Worshops do II Congresso Brasileiro de Informática na Educação | 2013
Aparecida M. Zem-Lopes; Lais Z. Pedro; Fernando R. H. Andrade; Simone S. Borges; Seiji Isotani
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.
Brazilian Journal of Computers in Education | 2017
Rafaela V. Rocha; Aparecida M. Zem-Lopes; Lais Z. Pedro; Ig Ibert Bittencourt; Seiji Isotani
Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE) | 2013
Aparecida M. Zem-Lopes; Lais Z. Pedro; Fernando R. H. Andrade; Seiji Isotani
Anais dos Workshops do Congresso Brasileiro de Informática na Educação | 2016
Lais Z. Pedro; Seiji Isotani
Archive | 2015
Aparecida M. Zem-Lopes; Lais Z. Pedro; Seiji Isotani; Ig Ibert Bittencourt