Aliane Loureiro Krassmann

Aliane Loureiro Krassmann
Instituto Federal de Educação, Ciência e Tecnologia Farroupilha | IFFARROUPILHA · Information Technology

Ph.D. in Informatics in Education

About

56
Publications
25,767
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207
Citations
Citations since 2017
41 Research Items
199 Citations
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20172018201920202021202220230102030405060
20172018201920202021202220230102030405060
Introduction
Dr. Aliane Loureiro Krassmann works as Information Technology Analyst at the Federal Institute Farroupilha (Brazil). Research interests include Affective Computing, Distance Education, Virtual and Augmented Reality, Conversational Agents, Virtual and Immersive Learning Environments.
Additional affiliations
August 2016 - present
Universidade Federal do Rio Grande do Sul
Position
  • PhD Student
January 2014 - March 2016
Universidade Federal de Santa Maria
Position
  • Master's Student
July 2011 - present

Publications

Publications (56)
Chapter
This chapter presents the development and implementation of an instructional design (ID) for computer networks learning within a three-dimensional (3D) virtual world (VW) that considers characteristics of cognitive style and level of expertise of the student, titled TCN5. For this purpose, a hybrid model of ID was created based on ADDIE and Dick an...
Article
Full-text available
A Realidade Virtual (RV) é uma tecnologia em ascensão por proporcionar experiências autênticas em ambientes interativos e colaborativos, superando limitações de espaço e tempo. Este artigo apresenta uma investigação sobre plataformas web de RV que possam ser utilizadas na educação. De caráter exploratório, o estudo busca reunir e analisar plataform...
Article
Full-text available
Augmented reality (AR) technology is increasingly present in chemistry teaching and learning processes. It is seen as an important pedagogical resource that allows enhancing the understanding of complex concepts at most educational levels. However, even though numerous benefits related to AR in education have been reported, no systematic review has...
Article
Full-text available
The sense of presence is an important aspect of experiences in Virtual Reality (VR), an emerging technology in education. This construct specifically has been increasingly researched in parallel to learning purposes. However, there is not a consensus in the literature on the outcomes of this association. Aiming to outline a panorama in this regard,...
Conference Paper
Full-text available
A fim de contribuir com a atenuação de fragilidades da modalidade Educação a Distância (EAD), tais como carências de relações interpessoais, do uso de tecnologias mais interativas e dinâmicas, e da realização de práticas profissionais, esta pesquisa investiga o senso de presença, um construto da dimensão afetiva definido como a sensação de "estar l...
Article
Full-text available
Nos últimos anos a Realidade Aumentada (RA) tem atraído a atenção de pesquisadores de diversas áreas. Por sua especial capacidade de criar ambientes que facilitam a compreensão de conceitos abstratos, esta tecnologia tem sido amplamente utilizada no ensino de Química. Neste contexto, este trabalho apresenta uma revisão sistemática de literatura, bu...
Article
Full-text available
This paper presents a framework to help preparing the implementation of virtual worlds, emphasizing on the requirements that distance education students need to meet to have a successful learning experience. A virtual world was developed using the OpenSimulator platform, under the pedagogical perspective of the Experiential Learning model, in a rol...
Thesis
Full-text available
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...
Conference Paper
Full-text available
Conversational agents have been established to support educational practices, solving students' questions, recommending teaching materials, increasing the motivation of students who have little interest in certain content, among others. Although many studies are discussing the establishing of conversational agents, there is no global understanding...
Conference Paper
Full-text available
The sense of presence is an important construct of virtual experiences, as it relates to the user’s attention. This pilot study investigates the relations among sense of presence, attention levels and performance, comparing the outcomes across two different media formats (virtual reality versus web). Fourteen participants performed knowledge tests...
Chapter
Full-text available
The goal of this study is to examine the effects of the sense of presence and immersive tendencies on learning outcomes while comparing different media formats (Interactive VR, Non-interactive VR and Video). An experiment was conducted with 36 students that watched a Biology lesson about the human cells. Contrary to expected, the results demonstrat...
Article
Full-text available
Resumo: Apesar de vir crescendo significativamente nos últimos 10 anos, observa-se que a modalidade Educação a Distância (EAD) ainda experimenta incertezas acerca de sua qualidade de ensino e eficácia de aprendizagem, quando em comparação com a Educação Presencial. Buscando contribuir para a compreensão deste fenômeno, este artigo apresenta uma inv...
Conference Paper
Full-text available
Este trabalhado apresenta uma proposta de inclusão da tecnologia de Realidade Aumentada (RA) no processo de ensino e aprendizagem de estruturas moleculares tridimensionais. Foram ministradas duas aulas distintas a duas turmas da disciplina de Química do curso Técnico Integrado de Eventos, do Instituto Federal Farroupilha Campus São Borja, envolvend...
Conference Paper
Full-text available
Distance education still has challenges that put it in a disadvantage regarding the traditional face-to-face mode of instruction, including the lack of professional practices. This exploratory research conducted with 24 students presents the initial findings regarding the use of a Virtual World to promote Experiential Learning through role-playing....
Conference Paper
Full-text available
This article presents the results of a pedagogical usability evaluation with pre-service teachers about an application for Science teaching developed with educational resources in augmented reality. The evaluation of the application was carried out through a quality evaluation model of educational software for Science teaching, considering the Peda...
Chapter
Full-text available
Distance Education (DE) still have some challenges to be considered similar to the face-to-face mode of instruction regarding the quality of learning, including the lack in promoting the sense of presence. This research investigates whether a differentiated media support, complementary to the traditional Virtual Learning Environment (VLE), composed...
Chapter
Full-text available
There are still open questions about the effectiveness of Virtual Reality (VR) in Education when compared to conventional learning methods. This paper studies the feasibility of a VR-based learning tool and the possible differences in knowledge retention across a VR learning method and a conventional audio method, when it comes to learning a foreig...
Conference Paper
Full-text available
Among the wide application areas that Virtual Reality (VR) can have a major impact, one is Education. However, this potential is still unexplored, and one of these gaps has to do with language learning. Listening activities, which are often only supported by audio, are thought of to be demanding area when it comes to learning a second or foreign la...
Conference Paper
Full-text available
This paper presents a process for extraction of AIML chatbot knowledge bases from text corpora using the AGATA (Automatic Generation of AIML from Text Acquisition) system, developed to facilitate and reduce the time needed in that task. In order to illustrate how the process works, a Pilot Study was carried out, which consisted of converting the co...
Article
Full-text available
This paper presents an exploratory study about the use of Virtual Worlds integrated with Conversational Agents to promote the student's sense of presence, in order to contribute with the learning process in Distance Education. This effort was made because the Virtual Learning Environments traditionally used are mostly textual, and there is a lack o...
Article
Full-text available
The evolution of virtual worlds in education has provided the creation of new pedagogical alternatives. In the present study, we explore this potential, integrating the Bloom’s Mastery Learning theory, designing a teaching method based on periodical assessments, and supplementary, support offered through the use of an OpenSim virtual world. An expe...
Article
Full-text available
Learning about molecular structures often becomes abstruse, due to its complex compositions, being aggravated by the restricted interactivity provided by the software commonly used. This difficulty can also be attached to the fact that most of the students do not present the necessary knowledge to work with biomolecular systems, affecting also the...
Chapter
Full-text available
This chapter presents the development and implementation of an instructional design (ID) for computer networks learning within a three-dimensional (3D) virtual world (VW) that considers characteristics of cognitive style and level of expertise of the student, titled TCN5. For this purpose, a hybrid model of ID was created based on ADDIE and Dick an...
Article
Full-text available
A chatbot is a system capable of conversing with a user in natural language, in order to simulate human dialogue. Examples of chatbots can be found in the areas of healthcare, entertainment, business and education. This paper presents a Systematic Literature Review on the application of chatbots for educational purposes in national and internationa...
Article
Full-text available
This study presents the development of a Web system towards three-dimensional (3D) molecular modeling, that employs Augmented Reality (AR) technology, in order to assist the understanding of molecular models and simultaneously work as a digital repository. To carry out the research it was used a method consisting of five steps as followed: bibliogr...
Book
Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research o...
Article
Full-text available
Virtual Worlds are open 3D environments capable of simulating a variety of educational practices, thus reducing risks and costs with physical laboratories. However, its freedom characteristic can cause dispersion and make it difficult to navigate and focus. Aiming at improving user navigation, this paper analyzes a Heads Up Display (HUD) solution t...
Article
Full-text available
Este artigo apresenta uma análise do modelo de avaliação de jogos sérios digitais “Visão do Estudante”, que conta com a combinação de dois instrumentos, sendo o primeiro a adaptação de um questionário proposto por Savi (2011) e o segundo composto por itens de interação com base em princípios mencionados por Aarseth (2003). De forma a explorar o mod...
Article
Full-text available
Perspectivas tecnológicas para o aprimoramento de chatbots educacionais em AIML [pág. 7-15] Revista Iberoamericana de Educación en Tecnología y Tecnología en Educación N°20 | ISSN 1850-9959 | Diciembre 2017 | Resumo Agentes conversacionais ou chatbots vêm sendo cada vez mais explorados na educação por trazerem inúmeros benefícios, como permitir que...
Article
Full-text available
This article presents a web authoring tool that assists in the composition of the knowledge base of educational chatbots. Developed in PHP, it allows to generate files in the AIML markup language, containing simple and / or composite categories, with the possibility of including multimedia resources in an intuitive way. The system also has a functi...
Conference Paper
Full-text available
Virtual Worlds are open 3D environments that can be used to implement virtual laboratories and simulations, improving student interaction. However, it is often seen that their freedom characteristic can cause dispersion for the user, making it difficult to navigate and focus. This paper presents a proposal to reduce the difficulties of this impasse...
Conference Paper
Full-text available
This article presents the proposal of a model for digital serious games evaluation, created envisioning the application on a serious game integrated in an OpenSimulator virtual world whose objective is Computer Networks' learning. This evaluative model is called the Student's Vision for having this main focus, and counts with the combination of two...
Conference Paper
Full-text available
This paper presents a Systematic Review of Literature (SRL) of brazilian Thesis and Dissertations that have discussed the construction or use of 3D Virtual Worlds in education. The searches were conducted at the Brazilian Digital Library of Thesis and Dissertations (BDTD), where 22 researches were found. As a result, it was obtained an overview of...
Article
Full-text available
While several studies in the last decade explore the potential benefits of virtual worlds in education settings, less attention has been given to the research of solutions to help overcome implementation barriers. One of the existing areas of concern is related to the difficulties on the exploitation of data obtained from educational virtual worlds...
Article
Full-text available
Virtual Worlds emerge as three-dimensional environments that have the potential to stimulate advances in the educational field by promoting interactivity, freedom and autonomy for students. However, its effective adoption in educational institutions is still considered very limited, and few studies have so far sought to identify more specific cause...
Article
Full-text available
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,...
Article
Full-text available
Metodologias como as Arquiteturas Pedagógicas (AP), o Design Instrucional (DI) e o Planejamento Instrucional (PI) orientam a organização da aprendizagem, podendo ser aplicadas em qualquer ambiente, inclusive o virtual. O objetivo deste estudo é encontrar implementações dessas metodologias em ambientes virtuais voltados à educação pervasiva. Para ta...
Article
Full-text available
Digital serious games and game-based learning have contributed to the expansion of new educational paradigms, where the use of computing resources is mixed with traditional ways of teaching. Allied to these advances, the virtual worlds are increasingly being used as tools to motivate students, providing immersion, autonomy and dynamism. This paper...
Conference Paper
Full-text available
O presente artigo apresenta uma proposta para o desenvolvimento de uma ferramenta educacional que tem como objetivo auxiliar o estudante na disciplina de Engenharia de Software, considerando o contexto real em que a aprendizagem ocorre. A proposta segue a ideologia de prover educação a partir de um nível de ubiquidade, em que um agente inteligente...
Article
Full-text available
RESUMO As Tecnologias de Informação e Comunicação (TIC) estão trazendo novos desafios pedagógicos no contexto da educação contemporânea, inserida na sociedade da informação. Podem aperfeiçoar a prática do educador e possibilitar maior interatividade e afetividade do aluno jovem ao adulto, transformando-o de passivo a ativo no processo ensino-aprend...
Article
Full-text available
Instructional methods are processes that assist on organizing and structuring courses in the educational field. This study analyzed eight instructional methods in order to choose the most suitable for the construction of an Instructional Design for Computer Networks teaching within the Virtual World (VW) TCN5. The phases of each method were separat...
Conference Paper
Full-text available
This paper conducts a Systematic Mapping in order to outline a current overview of digital serious games applications' evaluations for game-based learning purposes in computer science higher education. The search was performed on informatics' area electronic databases, resulting in 2,174 publications initially found. After sorting through the appli...
Conference Paper
Full-text available
Resumo Este trabalho apresenta a proposta de design para o desenvolvimento do JASPION, um jogo sério sensível ao contexto do estudante Integrado ao Mundo Virtual OpenSim. Pretende-se estabelecer o design englobando a mecânica do jogo com capacidade de oferecer recursos pedagógicos alinhados ao contexto do usuário, criando um perfil de jogabilidade...
Conference Paper
Full-text available
This study presents a proposal for the development of JASPION, an adaptable to the user context's serious game, integrated into a pre-existing virtual world, built on OpenSim platform, which offers computer networks discipline's educational objects from Computer Science higher education. It is intended to provide the student a gameplay profile pers...
Conference Paper
Full-text available
A ubiquidade torna-se imprescindível à educação na medida em que cada vez mais vivencia-se a imersão tecnológica, onde os sistemas são dinâmicos e adaptam-se ao contexto dos usuários. O laboratório virtual TCN 5 (Teaching Computer Networks in a Free Immersive Virtual Environment), desenvolvido na plataforma OpenSim, utiliza elementos como estilo co...
Conference Paper
Full-text available
Serious games are becoming emerging tools of educational support in the digital age. In this sense, the objective of this study is to evaluate the game about Computer Networks Security CyberCIEGE, in a higher education environment, to identify strengths and weaknesses in its use as a pedagogical tool. It was applied evaluations of the different gam...
Article
Full-text available
Este artigo apresenta um levantamento sobre ambientes virtuais tridimensionais educacionais que estão sendo desenvolvidos, bem como critérios avaliativos, apresentado uma proposta de metodologia para a avaliação de mundos virtuais, segundo critérios tecnológicos e pedagógicos. A validação foi realizada no ambiente TCN5, expondo uma avaliação positi...
Conference Paper
Full-text available
This paper conducts a Systematic Mapping for the purpose of identifying methods, models, frameworks and techniques for evaluating existing implementations of cloud computing in the educational field. The search for publications was conducted in the most relevant electronic databases in the area of computing, resulting in a total of 1.165 articles f...
Article
Full-text available
Ambientes imersivos são tecnologias amplamente utilizadas no âmbito educacional devido as potencialidades pedagógicas, entretanto sua utilização requer a instalação de um software para acesso à interface gráfica, o qual possui papel importante na correta visualização do ambiente. Neste sentido, este estudo realiza uma análise qualitativa sobre tais...

Questions

Questions (4)
Question
As a part of UBICOMM 2017 Technical Program Committee, that will be held in November 12 - 16, 2017 - Barcelona, Spain, I invite you to propose a paper to a track under my coordination.
AEU3DA - Advances in Education with Ubiquitous 3D Applications
Topics include, but not limited to:
Digital educational games
Gamified immersive environments and virtual worlds
Virtual reality applied to education
Intelligent pedagogical agents
Virtual laboratories and simulations for education
Immersive learning environments
I will select one of the papers to be invited (as extended version) for publication in a IARIA Journal (see www.iariajournals.org).
More information is available here:
The submission URL is available here:
Submission deadline: October 4.
If there is any doubts I will be at your disposal.
Looking forward to hear from you.
Question
NEW DEADLINE!
In view of numerous requests to extend the deadline we have come to a new date:
Proposals Submission Deadline: July 15, 2017
🎯Objective
This comprehensive and timely publication aims to be an essential reference source, disseminating knowledge on the available literature in the field of Immersive and Digital Educational Games, with the objective of showing applications in this area integrated with educational, cognitive and affective theories and computer resources that are being used to support contemporary instructional methods.
📌Recommended Topics
Contributors are welcome to submit chapters on the following topics relating to Game-Based Learning use, implementation and adoption in different modalities of education:
- Digital educational games and its integration with learning theories
- Gamified immersive environments and virtual worlds
- Digital serious games in education
- Virtual reality applied to Game-Based Learning
- Intelligent pedagogical agents in digital educational games
- Affective aspects involved in digital educational games
- 3D virtual laboratories and simulations for education
- Methods of evaluation and assessment in digital Game-Based Learning
- Usability for digital educational games and immersive environments
Propose a Chapter!
Question
CALL FOR CHAPTERS
Proposal Submission Deadline: June 15, 2017
Handbook of Research on Immersive and Digital Educational Games: Innovative Approaches
Details at:
Question
Does this tool satisfactory can be used for this purpose?

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Projects

Projects (4)
Archived project
Tem como objetivo apresentar um ambiente virtual imersivo 3D em desenvolvimento, que além de contemplar características de um ambiente educacional, também é ciente do contexto, pois fornece auxílio personalizado ao estudante de acordo com seu estilo cognitivo e seu nível de expertise. Para tanto, através de regras de Inteligência Artificial (IA) foi implementado um Intelligent Pedagogical Agents (IPA) pois em ambientes virtuais de aprendizagem, espera-se que o estudante tenha uma grande flexibilidade, diante de inúmeras oportunidades de aprendizagem e, para tanto, se faz necessário um apoio e orientação inteligente. As experiências imersivas tendem a envolver ainda mais os estudantes com os objetivos propostos no ambiente, dessa forma, também é possível afirmar que o IPA poderá contribuir significativamente no auxílio aos alunos, pois o IPA pode atuar como professor, facilitador da aprendizagem ou até mesmo como um colega em ambientes colaborativos. O IPA irá orientar o estudante no ambiente virtual, explicar tópicos, fazer perguntas, dar feedback, ajudar o aluno a colaborar com os outros estudantes, dar apoio a aprendizagem personalizada e agir sobre o aluno em diferentes momentos e lugares.
Project
A tecnologia de informática e comunicação atualmente permite criar material educacional digital usando multimídia com interatividade que torna mais efetivos os ambientes de ensino-aprendizagem apoiados na Tecnologia de Informação e Comunicação (TIC). A disponibilidade crescente de laboratórios de Informática nas escolas contrasta com a carência de laboratórios para apoiar as atividades de ensino-aprendizagem nas escolas de primeiro e segundo grau. Laboratórios virtuais, usando ambientes imersivos começam a surgir e soluções usando inclusive software livre surgiram, tal como o ambiente Open Simulator. Neste sentido o presente projeto pretende investigar, testar e promover a capacitação para o uso de laboratórios virtuais em ambientes imersivos. O projeto busca estimular o desenvolvimento de objetos multimídia interativos para o ambiente imersivo Open Simulator que é um software livre e implementa um ambiente aberto no qual é possível adicionar cenários compostos de artefatos virtuais que podem ser manuseados pelos usuários. O projeto e desenvolvimento desses recursos, mesmo considerando o uso de modernas ferramentas de autoria, demandam um complexo arranjo de habilidades multidisciplinares e no âmbito do projeto serão desenvolvidos objetos completos que permitam a realização de experimentos e objetos básicos que possam ser usados na construção de novos experimentos (componentes com comportamentos reativos que respondam à ações de interatividade do usuário). O projeto que compreende os tópicos relatados acima, foi intitulado de Projeto AVATAR (Aprendizagem Virtual de Aprendizagem e Trabalho Acadêmico Remoto), o qual tem como objetivo implementar formas de oportunizar a aprendizagem por meio de laboratórios virtuais através de mundos virtuais, mais especificamente a plataforma Open Simulator. Para isso, congrega o uso de diversas tecnologias que viabilizam a interação dos seus usuários com conteúdos didáticos. E-mail para Contato: liane@penta.ufrgs.br Página Oficial: http://www.ufrgs.br/avatar/