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Incidence distribution of the terms close to the search string 

Incidence distribution of the terms close to the search string 

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Article
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Contemporary teaching and learning processes increasingly require exploration and discovery activities, rather than the organized sequence of methods used in the twentieth century. This paper aims to describe a research that uses text mining techniques on a corpus composed of 10 current academic papers about educational ubiquitous' Virtual Worlds,...

Contexts in source publication

Context 1
... order to expand this analysis, the bubble chart from the Voyant Tools was used to identify where some of the terms mentioned on Table 7 are found in the corpus. Figure 4 shows that the term "learning style" might be associated with the paper ID 2, the term "mood" occurred at various times in the corpus, with some emphasis on publications ID 4 and 5. The word "interactivity" is predominant on paper ID 4, as well as the term "feelings", which may also have occurred on publication ID 7. Figure 4 also points out that the word "collaboration" occurred several times throughout the corpus, especially on papers with the ID 1, 6 and 7. The third analysis refers to the graphical representation of the most relevant terms of the corpus, using the Sobek tool. Figure 5 shows that the terms are a bit different than those revealed with the Word Counter tool, perhaps because Sobek disregarded the stop words inserted in the software, which would exclude words like "technology" and "research" because they do not bring strong contributions or significance to this research objective. Figure 5. Graphical representation of the most relevant terms on corpus. Figure 5 shows the connections between the terms of greatest incidence in the corpus, identifying a direct association of the term "virtual" with "presence", "team", "environment", "education" and "learning", which may indicate that aspects such as the student's virtual presence and the work in teams or groups are treated in these virtual environments with educational focus, reinforcing previous analysis. It is also observed on Figure 5 that the term "creativity" was directly connected to the words "learning", "environment", "students" and "virtual world", possibly associating creativity with learning in ubiquitous virtual worlds. This term appears as a possible indicative of tendency, since few studies suggest the aspect of creativity in these approaches, revealing a research opportunity. In virtual worlds users are able to create their digital media and three-dimensional objects, characteristic which can be exploited to engage them in learning while building educational content. However, it is important to emphasize once again that this term is linked to only one of the selected papers (ID ...
Context 2
... order to expand this analysis, the bubble chart from the Voyant Tools was used to identify where some of the terms mentioned on Table 7 are found in the corpus. Figure 4 shows that the term "learning style" might be associated with the paper ID 2, the term "mood" occurred at various times in the corpus, with some emphasis on publications ID 4 and 5. The word "interactivity" is predominant on paper ID 4, as well as the term "feelings", which may also have occurred on publication ID 7. Figure 4 also points out that the word "collaboration" occurred several times throughout the corpus, especially on papers with the ID 1, 6 and 7. The third analysis refers to the graphical representation of the most relevant terms of the corpus, using the Sobek tool. Figure 5 shows that the terms are a bit different than those revealed with the Word Counter tool, perhaps because Sobek disregarded the stop words inserted in the software, which would exclude words like "technology" and "research" because they do not bring strong contributions or significance to this research objective. Figure 5. Graphical representation of the most relevant terms on corpus. Figure 5 shows the connections between the terms of greatest incidence in the corpus, identifying a direct association of the term "virtual" with "presence", "team", "environment", "education" and "learning", which may indicate that aspects such as the student's virtual presence and the work in teams or groups are treated in these virtual environments with educational focus, reinforcing previous analysis. It is also observed on Figure 5 that the term "creativity" was directly connected to the words "learning", "environment", "students" and "virtual world", possibly associating creativity with learning in ubiquitous virtual worlds. This term appears as a possible indicative of tendency, since few studies suggest the aspect of creativity in these approaches, revealing a research opportunity. In virtual worlds users are able to create their digital media and three-dimensional objects, characteristic which can be exploited to engage them in learning while building educational content. However, it is important to emphasize once again that this term is linked to only one of the selected papers (ID ...
Context 3
... order to expand this analysis, the bubble chart from the Voyant Tools was used to identify where some of the terms mentioned on Table 7 are found in the corpus. Figure 4 shows that the term "learning style" might be associated with the paper ID 2, the term "mood" occurred at various times in the corpus, with some emphasis on publications ID 4 and 5. The word "interactivity" is predominant on paper ID 4, as well as the term "feelings", which may also have occurred on publication ID 7. Figure 4 also points out that the word "collaboration" occurred several times throughout the corpus, especially on papers with the ID 1, 6 and 7. ...
Context 4
... 4 shows that the term "learning style" might be associated with the paper ID 2, the term "mood" occurred at various times in the corpus, with some emphasis on publications ID 4 and 5. The word "interactivity" is predominant on paper ID 4, as well as the term "feelings", which may also have occurred on publication ID 7. Figure 4 also points out that the word "collaboration" occurred several times throughout the corpus, especially on papers with the ID 1, 6 and 7. The third analysis refers to the graphical representation of the most relevant terms of the corpus, using the Sobek tool. Figure 5 shows that the terms are a bit different than those revealed with the Word Counter tool, perhaps because Sobek disregarded the stop words inserted in the software, which would exclude words like "technology" and "research" because they do not bring strong contributions or significance to this research objective. ...

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Thesis
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Embora esteja em grande ascensão, observa-se que a modalidade Educação a Distância (EAD) ainda possui uma percepção popular de qualidade de ensino inferior em comparação com o Ensino Presencial. Estima-se que carências como as de relações interpessoais entre estudantes, do uso de tecnologias mais interativas e dinâmicas, e da realização de práticas profissionais contribuam para essa percepção. Buscando atuar nestas potenciais fragilidades, esta tese apresenta o desenvolvimento de um suporte midiático composto por Mundos Virtuais (MVs) e Non-Player Characteres (NPCs), com um destes NPCs integrado à tecnologia de Agente Conversacional, atuando na função de Companheiro Virtual. Como aspecto principal, investiga-se o senso de presença, um construto da dimensão afetiva definido como a sensação de “estar lá” (no virtual). A pesquisa é aplicada, explicativa, de caráter misto e de abordagem quase-experimental, e divide-se em duas fases. Na primeira, foi desenvolvido o ambiente Simulação sobre Matemática Financeira, à luz do modelo pedagógico da Aprendizagem Experiencial e no formato role-playing, sendo realizados três estudos preliminares. Na segunda fase foram conduzidos três estudos finais. Destes seis estudos, cinco abrangeram contextos reais de educação formal ofertada na modalidade EAD. Um total de 132 estudantes realizou uma atividade extracurricular em um de três diferentes grupos (condições): Controle, que utilizou o Ambiente Virtual de Aprendizagem web tradicional; Experimental, que utilizou o MV; e Real Experimental, que utilizou o MV com o Companheiro Virtual. Como resultado, foram detectados problemas de inclusão digital, dificuldades e resistência ao uso de novas tecnologias pelos estudantes. Por outro lado, descobriu-se que a confiança no uso da tecnologia e o suporte do Companheiro Virtual foram fatores positivos para o senso de presença; que o Companheiro Virtual foi um fator positivo para o engajamento; e que o senso de presença foi um aspecto positivo para o processo de aprendizagem e para a satisfação dos estudantes. Com base nos achados e para responder à questão de pesquisa “Como promover o senso de presença de forma a contribuir com o processo de aprendizagem na EAD?” foi organizada uma estrutura com sete diretrizes de apoio às decisões para o uso de MVs.
Article
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A Ediurcamp, editora inserida no Centro Universitário da Região da Campanha é responsável pela publicização da produção científica, tecnológica e cultural no que diz respeito a Revistas, anais de eventos, relatórios técnicos e livros. Dentre estas, a Revista do Centro de Ciências da Economia e Informática (CCEI) e a Revista da Jornada de Pós-graduação e Pesquisa são dois importantes veículos de comunicação escrita que tem documentado, ao longo dos anos, importantes estudos que visam contribuir nas mais diversas áreas da ciência. Neste sentido, o estudo objetivou quantificar as publicações destas duas revistas nos últimos quatro anos, apontando o foco das pesquisas por ano e por área do conhecimento. Através do estudo, percebeu-se um aumento das publicações voltadas para a computação, principalmente relacionadas a temas voltados para a área de educação. Para isso, após separar os artigos que seriam utilizados na análise, utilizou-se ferramentas para mineração de textos, como Voyant Tools e Sobek para resumir e encontrar possíveis relações entre os artigos utilizados para análise.