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This paper presents a preliminary systematic mapping of the literature in order to identify what are the methods used by researchers to evaluate characteristics of self-directed learning in ubiquitous environments. We use systematic review procedures proposed by Kitchenham et. al. (2007) (Marshall and Brereton, 2013) to develop the methodological approach contained in sections. The results show that...
Nowdays, several streaming servers are available to provide a variety of multimedia applications such as Video on Demand in cloud computing environments. These environments have the business potential because of the pay-per-use model, as well as the advantages of easy scalability and, up-to-date of the packages and programs. This paper uses hierarchical modeling and different sensitivity analysis...
Understanding the learning strategies conceived by self-directed learners has become a major challenge to be found in contexts supported by sub-domains of learning. For this objective to be achieved it is necessary to understand the different approaches that dimension the phenomenon, to explore the technologies created for this purpose and to discuss the results and limitations obtained through the...
Adaptability in ubiquitous learning environments has been widely discussed in the literature and a challenging point is focused on the perception of users' profile and what strategies can be offered to keep them motivated to learn. Thus, it is necessary to identify interaction strategies based on the principles of ubiquitous learning (u-learning), especially those associated with learning situations...
This work is about an ongoing research that has the objective of developing a service that captures the informal learning activities from the PLE so it can aid the formative assessment process in formal collaborative environments, such as the LMS. This investigation counted on the participation of 49 apprentices of distance-learning courses from different institutions in Brazil. Through the results,...
This research aims to evaluate the effectiveness of gamification platforms as a strategy for the engagement of students from the 8th year of elementary school in Brazil. We chose two badging platforms – ClassDojo and ClassBadges – to be evaluated based on 7 different criteria. The main objectives were to generate involvement among individual and particular situations, increasing the interest, engagement...
This paper aims to specify strategies for learning scenarios that incorporate ubiquitous features to support pedagogical practice. Thus, the development aims to verify if the resources of technology with context awareness promote significant changes in teaching practice, and can impact positively or not the effectiveness of learning and engagement of learners. In this regard, a reference ubiquitous...
This work aims to present engagement indicators in support of educational research. It is known that the difficulty of engagement of students remains one of the biggest challenges faced by teachers. Usually the research show indicators or engagement variables in order to see if there was any change in the context of its interventions in the teaching process mediated by technology or not. The method...
This study aimed to investigate the learning concepts of logic programming for high-school students introducing the arduino tool as a pedagogical strategy. therefore, the methodology applied initially consisted in presencial classes, as well as the subsequent interaction with the tool and assessment activities. initial results indicate that this strategy was adequate for materialization of abstract...
The objective of this study is to investigate the influence of the use of distributed interface for video discussions with chat groups in electricity teaching for professional education students. The methodology consisted in the application of pre-test, post-test situations and problem as well as the use of questionnaires and focus group. With the results obtained, it was observed evidences the use...
This paper identifies and classifies various types of actions performed on asynchronous activities and also presents the related actions that contribute with the increasing of collaborative learning. The actions and asynchronous activities were categorized in discussion forum, aiming to identify action patterns that increase student's engagement in the resolution of such activities. The analysis resulted...
With the increasing sophistication of virtual learning environments, online learning has at its disposal resources that provide an education more effectively. Importantly say, the collaborative activities can be enhanced in virtual learning environments, since the elements of social awareness are willing and will allow participants to share knowledge and experiences. The present work aims to establish...
This research aimed to investigate the acceptance of technical training students in the using of the blog as a collaborative tool. To that end, we conducted a case study with students from the technical computing IFPE - Campus Belo Jardim in the discipline of ethics in computing, in traditional teaching. The results indicate that using this tool as a collaborative tool is well accepted by participants,...
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