Ensino e aprendizagem de programação tem sido foco de muitas pesquisas, nas quais se pode destacar uma ênfase significativa na questão das dificuldades discentes no entendimento de conceitos relacionados a esse aprendizado. Neste artigo será apresentada a concepção e implementação de um método de ensino baseado no Sistema Personalizado de Ensino, e de uma ferramenta integrada ao AVA Moodle, bem como uma análise de resultados de sua implantação em uma instituição de ensino. Os resultados obtidos, em confronto com o histórico de desempenho na disciplina, são bastante animadores para a continuidade da aplicação dessa metodologia.
In low-income countries, the history of academic failure is a liability for children acquiring literacy skills. It is thus important to develop strategies that motivate and focus these students on specific strategies to learn to read. Digital games can be useful in motivating students and assisting teachers in the teaching-learning process, but there are few interactive tools that effectively integrate tasks of direct instruction and good gameplay. This technical report describes an interactive digital game to engage students in the initial phase of reading skills acquisition, whose design incorporates evidence-based procedures. The game, called “The Adventures of Amaru,” aims to promote word coding-decoding skills and vocabulary growth through teaching trials. We discuss the adaptation of reading teaching curricula, their limitations and future implications of the use of this game by children from a low-income background.
This paper analyzes the implementation of an algorithm into a FPGA embedded and distributed target location method using the Received Signal Strength Indicator (RSSI). The objective is to show a method in which an embedded feedforward Artificial Neural Network (ANN) can estimate target location in a distributed fashion against anchor failure. We discuss the lack of FPGA implementation of equivalent methods and the benefits of using a robust platform. We introduce the description of the implementation and we explain the operation of the proposed method, followed by the calculated errors due to inherent Elliott function approximation and the discretization of decimal values used as free parameters in ANN. Furthermore, we show some target location estimation points in function of different numbers of anchor failures. Our contribution is to show that an FPGA embedded ANN implementation, with a few layers, can rapidly estimate target location in a distributed fashion and in presence of failures of anchor nodes considering accuracy, precision and execution time.
O trabalho descreve um jogo digital de estilo RPG que possibilitaajudar crianças com deficiência em leitura e escrita. Para isso insere elementos lúdicos no jogo para elevar os aspectos motivacionais das criançasenvolvidas.
Representing knowledge in the beginning of the 21st century has become a challenge due to the large volume of information to which we are submitted. Associate intelligent techniques have become a relevant method in this context, however studies are still lacking with the aim of making the process simpler for the user. Considering the current state of the art of NLP text labelers, this proposal is based on texting efficiently and without complexity through the use of free texts.We evaluated this proposal using concept maps to represent knowledge of entity relationships and compared the maps with the approach of the conceptual model. This proposal was able to satisfy the representation with a correct percentage rate of over 90%.
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