Jogos sérios representam uma estratégia de ensino que permitem agregar o entretenimento com elementos educacionais. Para avaliar o impacto que os jogos sérios exercem nos alunos de computação, a literatura disponibiliza uma variedade de métodos avaliativos. Neste trabalho, uma análise comparativa entre métodos de avaliação foi realizada identificando tendências, pontos positivos e negativos, bem como aspectos a serem melhorados. Posteriormente, três métodos de avaliação foram selecionados e aplicados em alunos da UFMA para avaliar um jogo para ensino de inteligência artificial. Os resultados obtidos foram comparados, analisados e discutidos conforme as dimensões abordadas por cada método.
The complexity of a non-linear character that represents the act of teaching does not allow the teacher to resort to a single way of approaching the process of education in higher education. In other words, contemporary society filled with information technologies with a high degree of interactivity requires from teachers a greater understanding and search for different motivational forms and mechanisms for students. In this context, the work addresses the use of digital games as a tool for interaction between students and kinetic chemistry content, as an alternative methodology of the teaching and learning process. For this purpose, an interactive board (Edutable), logical management software and a mobile application were designed and built during the work. Then, based on the usability method, task success studies and positive usability experience were performed. The results of the evaluations showed that, in the users' perception, the board game complies with the playful and educational character, obtaining scores above 80% on the SUS (System Usability Scale), an evaluation model applied in the present work.
This chapter is focused on the application of artificial neural networks (ANNs) in the development of alternative methods for biofuel quality issues. At first, the advances and the proliferation of models and architectures of artificial neural networks are highlighted in the text by the characteristics of robustness and fault tolerance, learning capacity, uncertain information processing and parallelism, which allow the application in problems of complex nature. In this scenario, biofuels are contextualized and focused on issues of quality control and monitoring. Therefore, this chapter leads to a study of prediction and/or classification of biofuels quality parameters by the description of published works on the topic under discussion. Afterwards, a case study is performed to demonstrate, in a practical way, the steps and procedures to build alternative models for predicting the oxidative stability of biodiesel. The procedure goes from the processing of the data obtained by the near infrared until the evaluation of the alternative method developed by the neural network. In addition, some evaluation parameters are described for the assessment of the alternative method built. As a result, the feasibility and practicality of the application of neural networks to the quality of biofuels are proven.
RESUMO:Algumas propriedades do biodiesel, como índice de iodo, viscosidade e densidade, podem sofrer variações conforme as estruturas moleculares dos seus ésteres constituintes. O objetivo do pre-sente estudo é avaliar e comparar três métodos de convergência no treinamento supervisionado de redes neurais com arquitetura MLP na predição de propriedades de biodiesel. Os métodos aplicados foram os de BFGS, Gradiente Descendente e Gradiente Conjugado. Dados do LAPQAP e da literatura foram padronizados, organizados e armazenados no Sistema Oleodata, sendo divididos em três partes: 70% para o treinamento da rede, 15% para a fase de validação e 15% para a de teste. As variáveis de entrada foram os percentuais de cada éster de ácido graxo que compõe as amostras de biodiesel, e as variáveis de saída foram o índice de iodo, a viscosidade e a densidade. As seguintes funções de ativação foram previamente testadas: tangente hiperbólica, seno, identidade, exponencial e logística. Além disso, foram fixadas a quantidade de 1000 redes treinadas para cada variação do estudo e 1000 ciclos de treinamento para cada rede. Em seguida, foram variados os métodos de convergência: BFGS, Gradiente Descenden-te e Gradiente Conjugado. Após a obtenção do método de convergência, um novo treinamento foi feito para a otimização da quantidade de neurônios, variando-se de 5 a 15. Ao final de todos os treinamentos,
In the teaching of Software Engineering (SE), serious games or educational games are becoming increasingly used tools to stimulate the learning of aspects related to the software development process. However, few games are applied in the classroom, as there is no synthesized information about which games can be used depending on the content of the SE taught. This paper aims to identify which educational games have been developed for teaching SE in Brazil. A systematic mapping was carried out on digital bases for teaching computer and software engineering, identifying 25 educational games. The results indicate that although there are games for teaching project management, software testing and software process, there is still a need for games that include new dynamics beyond the traditional ones (e.g. games based on questions and answers, boards and cards) and topics in the discipline.
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