1,720,955 research outputs found
Avaliação da percepção de uso de uma plataforma gamificada sob a perspectiva discente: uma abordagem no estudo da UML
Software modeling is considered one of the most important topics in software engineering education. Currently, the Unified Modeling Language (UML) is the most widespread and used software modeling language in the software engineering industry. Although the UML is constantly being improved and studied, many studies show that there is difficulty in teaching and learning the subject, due to the complexity of its concepts and the students' cognitive difficulties with abstraction. Also, students face difficulties in understanding the semantics and syntax of models, as well as structuring the information in these models. In addition, there are difficulties for teachers in finding different pedagogical strategies, in order to teach modeling. In this sense, some researches thus search for new tools, techniques or methodologies that help teachers and motivate students regarding the study of UML. This work proposed the development of a web platform to support the studying of software modeling with the UML, using gamification resources. The platform proposed allowed students to complement their UML knowledge in an environment with game elements. Aiming to investigate the impact of using the developed gamified platform, a case study was carried out to evaluate the user experience and satisfaction from the student perspective. From the results, it can be concluded that the platform obtained great acceptance and satisfaction of use. Most of the students participating in the research were satisfied with the usability of the platform, reporting a feeling of contribution of the tool in the studying of the content, in addition to pointing out the satisfaction of using gamification as a pedagogical strategy. As a result, the platform was effective in terms of engaging and motivating students, being a complement to the traditional teaching method.Modelagem de software é considerado um dos temas mais importantes no ensino da engenharia de software. Atualmente, a Unified Modeling Language (UML) é a linguagem de modelagem de software mais difundida e utilizada na indústria da engenharia de software. Embora a UML seja constantemente aprimorada e estudada, muitos trabalhos mostram que há dificuldade no ensino-aprendizagem do tema, devido à complexidade de seus conceitos e às dificuldades cognitivas dos discentes com a abstração. Ainda, os estudantes enfrentam dificuldades para compreender a semântica e a sintaxe dos modelos, bem como estruturar as informações nesses modelos. Além disso, há dificuldades para os docentes em encontrar diferentes estratégias pedagógicas, com o objetivo de ensinar a modelagem. Nesse sentido, algumas pesquisas apresentam uma busca por novas ferramentas, técnicas ou metodologias que auxiliem os professores e motivem os estudantes no que tange ao estudo da UML. Este trabalho propôs o desenvolvimento de uma plataforma web para apoio ao estudo da modelagem de software com a UML, usando recursos de gamificação. A plataforma proposta permitiu aos estudantes complementarem seus conhecimentos da UML em um ambiente com elementos de jogos. Visando investigar o impacto do uso da plataforma gamificada desenvolvida foi realizado um estudo de caso para avaliar a experiência de uso e a satisfação na perspectiva discente. A partir dos resultados obtidos, pode-se concluir que a plataforma obteve uma ótima aceitação e satisfação de uso. A maioria dos discentes participantes da pesquisa se sentiu satisfeita no quesito usabilidade da plataforma, relatando um sentimento de contribuição da ferramenta no estudo do conteúdo, além de apontar a satisfação do uso da gamificação como estratégia pedagógica. Como resultado, a plataforma foi eficaz quanto ao engajamento e motivação dos discentes, sendo um complemento ao método tradicional de ensino
Gamificação no ensino de disciplinas da engenharia de produção: uma revisão sistemática de literatura.
With the advancement of gamification as a new teaching strategy in the face of traditional
methods, higher education institutions from different areas are starting to innovate the way of
teaching. Using means such as electronic teaching and e-learning, it is possible to use game
elements and create a gamified environment with the objective of increasing student motivation
and engagement, improving the quality of the teaching-learning process. This systematic
literature review aims to discuss the effectiveness of gamification in the learning process and the
benefits that are obtained by Production Engineering students, as well as the most applied game
elements and the way gamification is being applied in the classroom. class in the teachinglearning process. Using the IEEE, Science and Scopus repositories, a systematic review of the
literature of academic articles available in the repositories that matched the predetermined filters
was carried out. It is important to highlight that although most of the selected publications have
obtained positive results in the application of gamification as a teaching-learning strategy,
especially in student motivation, it was possible to identify that not all students remain motivated
for a long period of time, and game elements can even get in the way of learning if they are used
in excess or without planning how to approach them.Com o avanço da gamificação como uma nova estratégia de ensino em face aos métodos
tradicionais, instituições de ensino superior de diferentes áreas estão começando a inovar a
forma de ensinar. Utilizando de meios como, ensino eletrônico e e-learning, é possível
empregar os elementos de jogos e criar um ambiente gamificado com o objetivo de aumentar
a motivação e engajamento dos alunos melhorando a qualidade do processo de ensinoaprendizagem. Esta revisão sistemática da literatura tem como finalidade discutir a eficácia da
gamificação no processo de aprendizagem e os benefícios que são obtidos pelos alunos de
Engenharia de Produção, bem como, os elementos de jogos mais aplicados e a forma que a
gamificação está sendo aplicada em sala de aula no processo de ensino-aprendizagem.
Utilizando os repositórios IEEE, Science e Scopus, foi realizada a abordagem revisão
sistemática da literatura de artigos acadêmicas disponíveis nos repositórios e que
correspondiam aos filtros pré-determinados. É importante destacar que embora a maioria das
publicações selecionadas tenham obtido resultados positivos na aplicação da gamificação
como estratégia de ensino-aprendizagem, principalmente na motivação dos estudantes, foi
possível identificar que nem todos os alunos se mantêm motivados durante um longo período,
e os elementos de jogos podem até atrapalhar a aprendizagem, caso sejam utilizados em
excesso ou sem um planejamento de como serem abordados
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
PGE-UML: Uma Plataforma Web Gamificada para o Estudo da Unified Modeling Language
Este artigo discute o uso de uma plataforma web gamificada para o estudo da modelagem de software com a Unified Modeling Language (UML) sob a ótica discente. Muitos estudos mostram que há dificuldade no ensino-aprendizagem do tema, devido à complexidade de seus conceitos. Além disso, docentes enfrentam obstáculos em encontrar diferentes estratégias pedagógicas para ensinar o assunto. A plataforma proposta permitiu aos estudantes complementarem seus conhecimentos sobre a UML em um ambiente com elementos de jogos. A partir dos resultados, pode-se concluir que a plataforma alcançou uma ótima aceitação e satisfação de uso, sendo eficaz quanto ao engajamento e à motivação dos discentes, fazendo-os participar ativamente no estudo do conteúdo, sendo um complemento ao método tradicional de ensino
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
Dispelling the Myths Behind First-author Citation Counts
We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued
use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation
counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more
sophisticated methods
koamabayili/VECTRON-author-checklist: VECTRON author checklist
We have done our best to complete the author checklist relating to the use of animals in the hut study. Note that the objective for the hut study was to evaluate the IRS treatment applications for residual efficacy against Anopheles mosquitoes, including the local An. coluzzii mosquito population. Cows were only used to attract mosquitoes into the huts and no tests were carried out directly on the cows. The author checklist is intended for use with studies where experiments are carried out on animals, which is why we have had such difficulty in completing this for the hut study, as many of the questions do not relate to how the cows were used
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