Learning Analytics (LA) is a field that aims to optimize learning through the study of dynamical processes occurring in the students' context. It covers the measurement, collection, analysis and reporting of data about students and their contexts. This study aims at surveying existing research on LA to identify approaches, topics, and needs for future research. A systematic mapping study is launched to find as much literature as possible. The 127 papers found (resulting in 116 works) are classified with respect to goals, data types, techniques, stakeholders and interventions. Despite the increasing interest in field, there are no studies relating it to the Massive Open Online Courses (MOOCs) context. The goal of this paper is twofold, first we present the systematic mapping on LA and after we analyze its findings in the MOOCs context. As results we provide an overview of LA and identify perspectives and challenges in the MOOCs context.
A problem in the teaching and learning process is developing students' critical thinking and problem-solving skills. A strategy that has been used is the teaching of Computational Thinking and the Unplugged Computing technique. This article describes a case study carried out in the discipline of Computational Thinking in a private elementary school. The goal of the case study was to stimulate the individual and collaborative logical reasoning through a Unplugged Computing activity. The study was accomplished out in two stages, the first one individually and the second collaboratively. As a result it was identified that the students of the 2nd. year of elementary school improved their results with group activity.
Gamification is a way to include game elements to a wide variety of applications and it is becoming popular in many contexts. The purpose of this paper is to verify from the literature if students with different characteristics react differently to the game elements of gamification through a systematic mapping. Three research questions were defined and, from them, a string used in seven academic search engines. 1355 papers were found and after application of inclusion and exclusion criteria, 7 papers were analyzed. From them, it was possible to identify that some characteristics (age, gender, motivations, players types) can influence the gamification of a virtual learning environment.
Resumo.A gamificação é uma forma de incluir elementos de jogos em diversas aplicações e está se tornando popular em vários contextos. O objetivo desse artigo é verificar na literatura, através de um mapeamento sistemático, se os alunos com diferentes características reagem de forma diferente aos elementos de jogos da gamificação. Foram definidas três questões de pesquisas e, a partir delas, um argumento de busca foi utilizado em sete mecanismos de busca acadêmica. Foram encontrados 1355 artigos e, após os critérios de inclusão e exclusão, 7 artigos foram analisados. A partir deles, é possível identificar que algumas características (idade, gênero, motivações, tipos de jogadores) podem influenciar na gamificação de um ambiente virtual de aprendizagem.
O objetivo deste trabalho é adequar a interface do Repositório de Objetos de Aprendizagem da área de Informática (ROAI) da UDESC/CCT/DCC aos critérios ergonômicos, base que se destina ao uso em atividades extensionistas do grupo de pesquisa. O processo de avaliação foi fundamentado em uma técnica de inspeção ergonômica via checklist (ErgoList), que tem o objetivo de avaliar a interface e a interação do sistema, baseada nos critérios ergonômicos de Scapin e Bastien. Como resultado do processo de avaliação do ROAI, foram identificadas trinta e duas não conformidades dentro dos critérios ergonômicos adotados, sendo estas classificadas de acordo com o grau de severidade juntamente com a solução do problema. Palavras-chave: avaliação de interfaces, critérios ergonômicos, repositórios, objetos de aprendizagem.The goal of this work is to adapt the interface of the Learning Objects Repository (LOR) of IT field (namely ROAI) from UDESC University to ergonomics criteria. ROAI is intended for use in extension activities of our research group. The evaluation process was based on an ergonomic inspection technique via checklist (Ergolist), which aims to evaluate the system' interface and interaction based on ergonomic criteria defined by Bastien and Scapin. As a result of the evaluation process of ROAI, thirty-two non-conformities were identified within the ergonomic criteria adopted, which were classified according to their degree of severity, and then we presented a solution to the problems found.
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