Fabrício Herpich

Fabrício Herpich
Federal University of Santa Catarina | UFSC · Coordenadoria Especial Interdisciplinar de Tecnologias da Informação e Comunicação

Ph.D. in Informatics in Education
Adjunct Professor at Federal University of Santa Catarina

About

92
Publications
71,027
Reads
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390
Citations
Citations since 2017
48 Research Items
307 Citations
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Introduction
Adjunct professor at the Federal University of Santa Catarina.
Additional affiliations
August 2015 - August 2019
Universidade Federal do Rio Grande do Sul
Position
  • PhD Student
March 2015 - August 2015
Universidade Federal de Santa Maria
Position
  • Professor (Substitute)
March 2015 - August 2015
Education
August 2015 - August 2019
Universidade Federal do Rio Grande do Sul
Field of study
  • Doutorado em Informática na Educação
March 2013 - February 2015
Universidade Federal de Santa Maria
Field of study
  • Mestrado em Ciência da Computação
March 2009 - January 2013
Universidade Federal de Santa Maria
Field of study
  • Tecnologia em Sistemas para Internet

Publications

Publications (92)
Article
Full-text available
This article aims to present an orientation activity to assist in the teaching-learning process of Geography using of augmented reality. Therefore, a non-experimental research was conducted with students of the 6th year of elementary school in a public educational institution. The results showed that the participants considered the approach to be p...
Article
Full-text available
Mobile Augmented Reality (MAR) approaches have been applied as an instructional strategy in educational contexts. In this respect, it is important to identify how these approaches have been developed and evaluated with the purpose to identify their quality and benefits. The goal of this article is to identify the state-of-the-art on how the MAR has...
Article
Full-text available
The insertion of technologies in the educational scope has fomented new educational resources and experiences to its users, able to aid in the process of teaching and learning in different areas. Among emerging technologies, the use of augmented reality on mobile devices has stood out because of the combination of enhanced multimedia features and m...
Article
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Considerando o cenário atual em tempo de pandemia COVID-19, ocasionou dúvidas e temores por parte de toda a sociedade. A pesquisa realizada pelo cetic.br mostrou um aumento significativo nas investigações relacionadas à área da saúde em 2021, comparando com o que ocorreu em anos anteriores. Apesar de ter ocorrido o retorno das atividades presenciai...
Article
Full-text available
Análise dos estilos de aprendizagem de estudantes inscritos em um curso técnico em eletromecânica com a aplicação do inventário de kolb Análisis de estilos de aprendizaje de ingreso de un curso técnico en electromecánica con la aplicación del inventario de kolb Abstract The present paper has as its main goal to identify the learning styles of stude...
Conference Paper
Full-text available
Este trabalho tem como objetivo apresentar o protótipo de Agente Conversacional, desenvolvido na plataforma Watson da IBM chamado Cerebrum, e também uma análise de sua capacidade de auxiliar estudantes do sétimo ano do ensino fundamental no processo de ensino e aprendizagem de equações algébricas de primeiro grau com uma variável. A metodologia de...
Article
Full-text available
The development of computational thinking has been frequently pointed out as an efficient way to stimulate learning using the fundamentals of computing. Most of the publications about this approach report successful experiences using the most diverse tools, materials, and techniques. This work highlights the unplugged techniques, which are characte...
Article
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Este estudo busca investigar se o uso de laboratórios online alinhados ao Ciclo de Aprendizagem Experiencial de David Kolb contribui para a motivação dos estudantes em aprender Circuitos Elétricos na modalidade de ensino remoto emergencial, durante a pandemia de Covid-19. Foram implementados e aplicados três ciclos de aprendizagem experiencial dura...
Article
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O presente artigo tem o objetivo de analisar a aplicabilidade da Realidade Aumentada (RA) no âmbito educacional, com foco no ensino de Ciências da Natureza, através de uma revisão bibliográfica, norteada pelo procedimento de Revisão Sistemática da Literatura (RSL). Através de buscas em mecanismos de buscas acadêmicos (MBAs), foram coletados um tota...
Article
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Os Laboratórios Remotos de Realidade Aumentada configuram-se pela união de duas tecnologias já conhecidas e utilizadas na educação a fim de criar novos arranjos de práticas laboratoriais. Nesse contexto, este trabalho apresenta um estudo de mapeamento sistemático, por meio de uma análise bibliométrica e descritiva, com objetivo de compreender como...
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...
Article
Full-text available
O uso de recursos de Realidade Aumentada em dispositivos móveis para a Educação tem sido explorado nos últimos anos de forma mais significativa. Desta forma, o objetivo deste artigo foi avaliar a qualidade de uma abordagem educacional neste contexto em termos de Usabilidade, Engajamento, Motivação e Aprendizagem. Um estudo voltado para o processo d...
Chapter
The use of intelligent agents aware of the individual characteristics and context of students, allow to offer a suitable support to the real requirements. Allied to this, the implementation of these agents in the three-dimensional virtual environments, tend to transcend the existing potential in the interactions with the learning objects it contain...
Article
The main scope of this article is to highlight the potential of student interactions in Scienceteaching, from educational resources in augmented reality, and its effect on the development of spatialvisualization skills. Therefore, it presents a contextualization about Science teaching, the use of reallaboratories, as well as its limitations, presen...
Article
Full-text available
A proposta deste artigo é definir aspectos relevantes para o chatbot com relação a sua capacidade de motivar e incentivar os alunos na construção de seus conhecimentos, tendo como base a teoria sócio-construtivista de Vygotsky. O estudo, de natureza qualitativa e quantitativa, envolveu estudantes de um curso de formação de docentes na área de tecno...
Article
Full-text available
Este trabalho tem como objetivo investigar de que forma uma atividade experimental sobre emissão de radiação atômica utilizando Realidade Aumentada pode se tornar potencialmente significativa no ensino superior, utilizando como referencial teórico a teoria de aprendizagem significativa, de David Ausubel. Para a atividade, utilizou-se um aplicativo...
Conference Paper
Full-text available
Este artigo apresenta o uso do ambiente de autoria Scratch para favorecer a construção de conhecimentos matemáticos e o desenvolvimento do pensamento formal em adolescentes. Apresenta uma contextualização sobre o uso das tecnologias digitais no contexto educacional, o desenvolvimento do pensamento formal, o ambiente de experimentação criado com o a...
Conference Paper
Full-text available
The use of information and communication technologies has been presented as a complementary alternative to the process of teaching and learning Physics, especially with the advent of mobile devices and the availability of multimedia resources, promoting access and interaction with educational experiences to users. In this perspective, this article...
Thesis
O uso da realidade aumentada na educação vem evoluindo rapidamente, incentivada pela ascensão dos dispositivos móveis, a onipresença da tecnologia e a acessibilidade aos recursos multimídia. Tendo em vista que seu benefício para o processo de ensino e aprendizagem destaca-se em áreas que demandam da abstração dos estudantes, esta tese tem como obje...
Article
Full-text available
Este artigo tem como objetivo investigar a existência de correlação entre a variabilidade da frequência cardíaca e o nível da atenção de estudantes durante a realização de tarefas que demandam grande processamento cognitivo, afim de constatar se existe causa e efeito das variáveis o suficiente para influenciar os indivíduos cognitivamente durante a...
Article
Full-text available
Resumo: Este artigo tem como objetivo investigar a existência de correlação entre a variabilidade da frequência cardíaca e o nível da atenção de estudantes durante a realização de tarefas que demandam grande processamento cognitivo, afim de constatar se existe causa e efeito das variáveis o suficiente para influenciar os indivíduos cognitivamente d...
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....
Article
Full-text available
In the course of a teaching and learning process, different cognitive skills are required for a student. Attention is an important variable to be measured, since it plays a fundamental role in the accumulation of information with the stimulus of the learner’s memory in the course of the assimilation of knowledge. The purpose of this article is to d...
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...
Article
Full-text available
Labs are needed in science education, and schools usually lack appropriate conditions to provide active learning activities with experience. In schools, the lack of labs for science education is usual. The new technologies of 3D virtual worlds allow the user, through immersive virtual worlds, or metaverses, to experience situations similar to those...
Conference Paper
Full-text available
As atividades experienciais nas salas de aula e suas repercussões no processo de construção de sentidos (ou significados) são de grande valor para o desenvolvimento cognitivo dos estudantes. Nesta perspectiva, este artigo apresenta a implementação de um aplicativo de realidade aumentada no qual o objetivo é contribuir no processo de desenvolvimento...
Conference Paper
Full-text available
During the teaching and learning process, different cognitive skills are required of a student. Attention is one of those that stand out, since it plays a fundamental role in the apprentice’s brain during its knowledge acquisition. This paper's objective consists in exposing the impact of augmented reality in students' concentration levels when com...
Article
Full-text available
Virtual worlds are 3D environments that provide a feeling of immersion and a high degree of interaction, collaboration, communication between users. Its applicability can be focused on the educational scope, in which theories can be integrated as the basis to didactic activities carried out in the 3D environment, being its area of interdisciplinary...
Conference Paper
Full-text available
Experiential activities in classrooms and their repercussions in the process of building senses (or meanings) are of great value for the cognitive development of students. In this perspective, this paper presents the making of a virtual and augmented laboratory prototype in which the objective is to contribute in the process of helping physics stud...
Article
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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
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Virtual worlds can be considered highly interactive environments with a high degree of reality, being possible to use it in several areas of teaching. In this context, the present article sought to present an overview of the main challenges and benefits currently present in the use of this type of environment in teaching practice. A case study was...
Conference Paper
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Este artigo apresenta um protótipo de aplicativo para dispositivos móveis que emprega recursos de realidade aumentada para ensejar a aprendizagem de estudantes em física. Para tanto, proporciona aos seus usuários a interação com recursos educacionais multimídias, tais como objetos 3D e simulações. Outra função própria do aplicativo permite que os u...
Conference Paper
Full-text available
Mundos virtuais permitem que sejam inseridos recursos multimídias e criados objetos 3D interativos para representar experimentos e fenômenos da vida real, sendo uma instigante alternativa a ser explorada em áreas com conteúdos mais práticos. Desta forma, este artigo apresenta a criação e utilização de um mundo virtual criado no OpenSim para auxilia...
Article
Full-text available
Non-Player Characters são entidades programáveis que executam atividadespré-definidas. Eles podem ser utilizados nos mundos virtuais no papel de tutores que auxiliam os alunos durante atividades educacionais, tendo como base informações coletadas durante as interações destes. Este artigo apresenta uma proposta de uso de agentes NPC em mundos virtua...
Chapter
Full-text available
Virtual worlds have constantly been exploited in recent years in education, which are developed educational activities with the use of multimedia resources and simulation within the 3D environment for the student to interact and learn about a particular topic. On this basis, this chapter presented a systematic review of virtual worlds applied in ed...
Article
Full-text available
This paper aims to analyze the existing frameworks that may allow the development of educational solutions using augmented reality resources, focusing on tools that enable the conception, design and implementation of mobile applications. As a result of this research, several development environments available on the market that facilitate working w...
Article
Full-text available
With the integration of technology in the educational area, use of virtual learning environments has allowed the adoption of new practices and forms of learning. Areas like Science has an interesting field of research involving the use of Virtual worlds, being possible to integrate virtual tasks with the practical work carried out in the real world...
Conference Paper
This paper describes an approach for to make available different experiences for learning using a 3D immersive world called AVATAR. It is based on a case study aimed to create virtual laboratories to assist in science learning and teaching. AVATAR has been designed for following the experiential learning and other relevant educational theories, ini...
Chapter
Full-text available
Use of virtual worlds in education can be exploited in different educational topics through use of simulations, 3D objects, multimedia resources and educational activities that seek to assist student's learning. For the realization of these activities, it is necessary to adopt an educational foundation that seeks to guide the processes described. T...
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,...
Article
Utilization of technology in education lead to important changes in methods and techniques, where the use of virtual learning environments and virtual worlds provided a solution of a rich simulation and with a high level of interactivity and immersion. This article provides a summary of a research that searches integrate two different technologies...
Article
Full-text available
Os mundos virtuais têm se destacado no decorrer dos últimos anos na área educacional em virtude de características como imersão, interatividade, comunicação e possibilidade de criação de simulações de experimentos para o ensino de um determinado tópico no ambiente. Dentro deste escopo, surge também a possibilidade de criação de jogos sérios utiliza...
Conference Paper
Full-text available
Growth of research conducted over the past year involving the application of virtual worlds in the educational field enabled the development of didactic interventions, which aim to complement the learning process of students. Based on this assumption, this paper presents an analysis based on a systematic review of virtual worlds applied in the educ...
Conference Paper
Full-text available
Cloud Computing solutions can be used to support learning in U-learning environments and are an attractive alternative to maximize / flexible computing resources. Thus, this study aims to present a ubiquitous virtual laboratory U-Lab Cloud, which was associated with the technology of Cloud Computing and the U-learning features. a simulated case stu...
Conference Paper
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This article describes an investigation conducted in order to identify the aspects related to the engagement of users in virtual worlds applied to education. To accomplish this, the validation of a physical virtual lab with ten students of computer courses is presented. After these users navigate in the laboratory, the mining techniques of educatio...
Conference Paper
Full-text available
Os mundos virtuais surgem como uma alternativa instigadora para a construção de simulações e conteúdos multimídias em diversas áreas de ensino. Agregado a isso, estão os agentes NPC que podem ser utilizados como tutores inteligentes dentro deste ambiente para auxiliar o aluno no processo de aprendizagem. Este artigo apresenta uma proposta de utiliz...
Article
Full-text available
Resumo. Com o advento das Tecnologias da Informação e da Comunicação em meio ao âmbito educacional, tornou-se imprescindível uma reflexão sobre os aspectos relacionados às interações dos usuários com os mundos virtuais voltados a educação e seus materiais pedagógicos. Neste sentido, a fim de colaborar com uma melhora na motivação destes usuários du...
Article
Full-text available
O processo de monitoramento e avaliação das tarefas educacionais realizadas pelos usuários dentro dos mundos virtuais se trata de um aspecto problemático ao docente, visto que este tipo de suporte genuinamente não é fornecido pelos mundos virtuais. Com base nisto, este artigo apresenta uma proposta de implementação de recursos para realizar o monit...
Conference Paper
Full-text available
This paper describes the general theory of Mastery Learning, with the proposed use jointly with the Virtual Worlds (OpenSim) to assess student performance. Students of an Accounting Sciences course in a discipline of general informatics learned topics related to the use of HTML. Preliminary results obtained with this proposal were positive and inst...
Chapter
U-Learning environments collects context information relative to user's preferences and needs, but this information is typically very volatile. For this reason, Quality of Context is aimed at treating this information by applying quality parameters. This chapter aims to help the reader understand how the quality of context information can be treate...
Chapter
Full-text available
The use of intelligent agents aware of the individual characteristics and context of students, allow to offer a suitable support to the real requirements. Allied to this, the implementation of these agents in the three-dimensional virtual environments, tend to transcend the existing potential in the interactions with the learning objects it contain...
Chapter
Full-text available
The use of intelligent agents aware of the individual characteristics and context of students, allow to offer a suitable support to the real requirements. Allied to this, the implementation of these agents in the three-dimensional virtual environments, tend to transcend the existing potential in the interactions with the learning objects it contain...
Article
Full-text available
Ubiquitous learning (U-Learning) environments collect context information relative to user's preferences and needs, but this information is typically very volatile. On this basis, the Quality of the Context aims at treating this information with the application of the quality parameters. This paper presents a ubiquitous virtual environment, in whic...
Thesis
The use of intelligent agents aware of the individual characteristics and context of students, allows us to offer a suitable support to the real requirements. Allied to this, the implementation of these agents in the three-dimensional immersive virtual environments (3D), tend to transcend the existing potential in the interactions with the learning...
Conference Paper
Full-text available
The purpose of this paper is to describe an experiment design and implementation of a virtual laboratory for chemistry in a 3D virtual world. The assumptions of the work and the results achieved are presented and solutions are discussed in terms of technology related to the construction of artifacts for a virtual laboratory environment built on Ope...
Conference Paper
Full-text available
This paper presents the development of an intelligent agent ELAI, through the use of the Non Player Character (NPC) existing strategy in the virtual world OpenSim. It provides support for teaching Computer Networks (CN), being context-awaraness in regards to the level of experience (expertise) of students. In order to maximize the flexibility of th...
Conference Paper
Full-text available
O ensino de temas t´tecnicos na area de Redes de Computadores (RC) envolve conceitos dificeis de serem entendidos na forma pedagogica tradicional. Este artigo apresenta o desenvolvimento de um ambiente virtual imersivo para o ensino de RC que trata informacoes de contexto do aluno. Uma pesquisa exploratoria com estudo de caso foi realizada a fim de...