Anais do Workshop on Advanced Virtual Environments and Education (WAVE)
WAVE2 2020 Pre-Text Elements and Committees
Pre-textual elements and committees of WAVE2 2020.
Approach of immersive adaptive learning for Virtual Reality simulator
The need to improve teaching-learning processes promotes the development of Virtual Reality applications with adaptive learning approaches. Adaptive learning considers the premise that each person learns differently, at their own pace, considering the characteristics of the student. This paper describes the main components of an immersive adaptive learning approach for Virtual Reality simulators.
Collaborative Content Construction: A Pedagogical Architecture to support distance education
This work presents a proposal of pedagogical architecture called Collaborative Content Construction, which relies on the collective construction of knowledge through relational pedagogy, supported by the genetic epistemology of Jean Piaget. Pedagogical architectures represent a way of contributing to innovation in the use of technological support in learning. This proposal includes a methodology that simultaneously builds, collectively and interactively, knowledge, and also leads to the development of materials that benefit participants even after the end of the activity, because in addition to learning in the process, we expect resulting learning material to be more attractive to the students since it would be developed by their peers.
Acentua Fácil: A system to support Brazilian Portuguese Accentuation
The main objective of Acentua Facil is to assist students in the writing ´ process and teachers in the learning process. This article presents a system to aid the accentuation process for Brazilian Portuguese. The input of the system is texts. These texts are analyzed through the use of grammatical rules and artificial intelligence(IA) techniques such as tokenization. For each word in the text, we show the graphic accentuation errors, together with explanations of how it should be a correct word.From the results we were able to use some validation metrics, such as histograms and confusion matrix, both of which are used when working with AI.
The use of meeting tools to make an online event: The CTRL+E experience
This article describes the experience acquired in the use of tools for recording remote meetings, video editing and transmissions used in the execution of CTRL+E 2020, transforming it into a 100% online event.
Creating Digital Learning Resources as WEB services
Este meta-artigo descreve a abordagem contextual ao ensino virtual e dá ênfase especial à utilização de RED (Recursos Educacionais Digitais), e às dificuldades inerentes à sua implementação em plataformas, desde a sua criação, necessidade de interoperabilidade, pesquisa e validação das mesmas. É proposta a possibilidade de usufruto de serviços web, na concepção de um método que permita a co-criação de VLO (Objetos Virtuais de Aprendizagem), cumprindo alguns objetivos de trabalho e desenvolvendo um processo de validação experimental para medir o cumprimento dos objetivos propostos.
A Collaborative Learning Proposal for Predict-Observe-Explain Model supported by Mobile Environment
Virtual learning environments were designed to stimulate social competences, such as altruism, responsibility, communication, planning and coordination. It is observed that creation of technology for active methods, as for the Predict-Observe-Explain (POE) model. However, advances in the design of these environments are necessary to support aspects of collaboration and mobility. The goal of this article is to present a proposal for a mobile platform that organizes a workflow of revised POE models, based on debates. The methodology and expected results are presented.
Vocabulary Acquisition in a Foreign Language: Digital Technologies and Learning
The advancement of Information and Communication Technologies (ICTs) over the last decades has resulted in the integration of technology into most of our daily tasks, especially in education. Foreign language learners now have access to a plethora of tools available on mobile devices, including audiovisual tools that support their pronunciation enhancement and vocabulary acquisition process. Considering the benefits of using technology in the classroom, this paper demonstrates a video-recording method used in favor of autonomous foreign language learning.
Scratch + CNC: Mixing Physical and Digital Worlds
Knowledge retention occurs most effectively when there is experimentation and there is an association between understanding what was learned conceptually and a real experience. We propose the development of an extension for Scratch 3.0 allowing the interaction with a CNC (Computer Numeric Control) machine. A proposal of cooperation between two environments in the learning context is created, combining programming in blocks with equipment able to provide outputs in physical objects.