Ig Ibert Bittencourt

Ig Ibert Bittencourt
Universidade Federal de Alagoas · Institute of Computing (IC)

PhD

About

246
Publications
120,466
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2,553
Citations

Publications

Publications (246)
Article
Full-text available
Studies in the literature reported several positive benefits provided by the use of technology in online education, especially in the gamified tutoring system. However, despite the benefits of intelligent tutoring systems, recent studies indicate the presence of a gender gap not considered in the construction of the attributes present in the gamifi...
Article
Full-text available
According to the literature, educational technologies present several learning benefits to promote online education. However, there are several associated challenges, and some studies illustrate the limitations in elaborating educational technologies, called Design limitations. This aspect is responsible for unleashing various issues in the learnin...
Article
Full-text available
No Brasil, a modalidade de educação online tornou-se mais presente nas instituições de ensino superior. Para atender toda a demanda proporcionada por essa mudança de paradigma, tecnologias educacionais surgem como mediadoras para realização da aprendizagem. Por meio disso, diversos benefícios atrelados com as tecnologias educacionais fazem com o qu...
Article
Full-text available
Resumo A teoria do fluxo deriva da psicologia positiva e busca explicar um estado ótimo de consciência do indivíduo. O estado de fluxo proporciona ao sujeito alta concentração e controle na realização de determinada tarefa, certo relaxamento, controle sobre a ansiedade e satisfação, oriunda do estado ótimo de consciência experienciado ao atingir o...
Article
This article approaches syllabic literacy activities by reflecting on the engagement problems that may occur during the childrens’ four-stage of phonological awareness (4-5 years old). Aiming to deal with motivational problem that can be caused for the lack of comprehension during the four-stage of phonological awareness, we implemented a gamificat...
Article
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Recent studies are increasingly using brain-imaging techniques in the technology-enhanced learning (TEL) context to understand students' cognitive processes during technology-assisted learning, with the ultimate goal to improve students' outcomes in these environments. Given the importance of the promising impact of brain-imaging techniques in the...
Chapter
A cybersecurity professional is expected to have a range of skills and abilities to have a good performance. Gamification has become a powerful ally to increase the engagement of professionals and students. In this study, we present StarsCTF, a Capture the Flag experiment designed to assess player types and their levels of engagement. In a paired e...
Article
Linking data by finding matching instances in different datasets requires considering many characteristics, such as structural heterogeneity, implicit knowledge, and URI (Uniform Resource Identifier)-oriented identification. The authors propose a context-independent approach to align Linked data through an alignment process based on the ontological...
Article
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Flow theory derives from Positive Psychology and addresses an individual’s optimal state of conscience Flow state provides the individual high concentration, relaxation, control over anxiety, and satisfaction while performing a certain task, originating from the optimal state of conscience that is experienced when achieving the proposed objective....
Article
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Para o efetivo desenvolvimento de políticas educacionais, de inclusão e permanência é necessário ter ferramentas e métodos adequados para analisar os dados coletados. Assim, este artigo apresenta uma nova ferramenta para apoiar análises dos microdados do Enade utilizando técnicas de mineração de dados. Esta ferramenta foi desenvolvida durante um es...
Article
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O presente trabalho explora a hipótese de predição da nota ENEM em ciências humanas a partir de dados pedagógicos oriundos de notas de avaliações escolares de estudantes de ensino médio de um colégio particular em São Paulo. A partir da análise, foi possível a predição da nota ENEM de ciências humanas no decurso do 3º ano do ensino médio com uma co...
Article
In order to analyze the Brazilian scientific production about Positive Psychology and understand how this approach has been used in this context, a systematic review was carried out. The terms "positive psychology" AND "Brazil" OR "Brazilian" OR "Portuguese" and "positive psychology" AND "Brazil" OR "Brazilian" OR "Portuguese" were applied in the S...
Article
Full-text available
Educational indicators have revealed that a significant portion of Brazilian Basic Education students have a less than satisfactory skill level in reading and solving Mathematics problems. Despite several proven benefits, adaptive learning technologies are scarcely used with low-income students in public schools’ due unavailable resources and lack...
Article
Full-text available
A gamificação tem sido utilizada em contextos educacionais para melhorar a motivação e o engajamento dos alunos. Embora existam diversos estudos que investigam esse fenômeno, há um desconhecimento sobre o efeito de cada um dos elementos do jogo. Portanto, realizamos um estudo empírico para compreender os efeitos do elementojogo “restrição de tempo"...
Article
Full-text available
Introduction: Flow state is a psychological concept used to describe the optimal engagement in different activities. Therefore, the DFS-2 has been developed as an instrument to measure an individual's dispositional tendency to flow state as a personality trait. Objective: Aiming to obtain an adapted version of the DFS-2 for the Brazilian-Portugu...
Article
The application of the collective intelligence (CI) concept has yielded significant results in many knowledge areas and it has substantial potential to yield results in the educational context. In view of distance education and online educational technologies, the use of CI has enormous potential to improve collaboration, social learning, and probl...
Article
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While Artificial Intelligence in Education (AIED) research has at its core the desire to support student learning, experience from other AI domains suggest that such ethical intentions are not by themselves sufficient. There is also the need to consider explicitly issues such as fairness, accountability, transparency, bias, autonomy, agency, and in...
Chapter
To reduce the complexity intrinsic to LD manipulation, software tools are used to publish or consume data associated to LD activities. However, few developers have a broad understanding of how software tools may be used in publication or consumption of Linked Data. The goal of this work is to investigate the use of software tools in Linked Data pub...
Conference Paper
Este artigo trata de uma análise de recomendações explicadas e não explicadas, com o objetivo de avaliar o impacto do fator explicativo na aceitação de uma recomendação. Para validar a pesquisa, simulamos a interação dos alunos com os recursos pedagógicos disponíveis em um curso online. Esses dados foram usados para medir o desempenho e a interação...
Conference Paper
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Os Loops Internos presentes nos Sistemas Tutores Inteligentes (STIs) são responsáveis por fornecer feedbacks a cada passo de interação do estudante. Contudo, para seu correto funcionamento, é necessário que o STI tenha o conhecimento dos elementos envolvidos no processo de resolução passo a passo das atividades. A representação desse conhecimento n...
Preprint
Full-text available
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments through a...
Chapter
In the field of Computer-Supported Collaborative Learning (CSCL), scripts orchestrate the collaborative learning (CL) process to achieve meaningful interactions among the students and so improve the learning outcomes. Nevertheless, the use of scripts may cause motivational problems over time. To deal with this issue, we propose the gamification of...
Chapter
Today’s intelligent tutoring systems provide more intelligent but complex services to learners. These systems encounter two critical issues: 1) the initial lack of new learner’s information for running complex services, and 2) new learners failing to actively interact with these complex services due to the initial unfamiliarity. We define such issu...
Chapter
Welfare and economic development is directly dependent on the availability of highly skilled and educated individuals in society. In the UK, higher education is accessed by a large percentage of high school graduates (50% in 2017). Still, in Brazil, a limited number of pupils leaving high schools continue their education (up to 20%). Initial pionee...
Chapter
There is a global interest in artificial intelligence to support online learning, but little increase in support for online professors, teachers and tutors (instructors). Over time, more students join online learning, but instructors have no equivalent increase in support to manage their online classes, leaving students under-served. This is eviden...
Article
Full-text available
Researchers are increasingly interested in Gamified Intelligent Tutoring Systems (ITSs) to provide adaptive instruction and to enhance engagement of students. However, although teachers are demanding to be active users of gamified ITS, they have been not considered as first-class citizens in the design of these kinds of systems. In order to contrib...
Conference Paper
Full-text available
Recent research has shown that using gamification can prone to impact negatively on the motivation of students in educational systems. One of the reasons is that people are motivated or demotivated by different gamification elements according to their "gamer type". Thus, one of the main challenges in this field is to tailor gamified educational sys...
Book
This two-volume set LNAI 12163 and 12164 constitutes the refereed proceedings of the 21th International Conference on Artificial Intelligence in Education, AIED 2020, held in Ifrane, Morocco, in July 2020.* The 49 full papers presented together with 66 short, 4 industry & innovation, 4 doctoral consortium, and 4 workshop papers were carefully revie...
Book
This two-volume set LNAI 12163 and 12164 constitutes the refereed proceedings of the 21th International Conference on Artificial Intelligence in Education, AIED 2020, held in Ifrane, Morocco, in July 2020.* The 49 full papers presented together with 66 short, 4 industry & innovation, 4 doctoral consortium, and 4 workshop papers were carefully revie...
Article
Full-text available
Abstract Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design and analysis of gamified strategies. This paper analysed the game elements employed in gamified learning environments t...
Chapter
Full-text available
A comunidade de Informática na Educação (IE) no Brasil vem produzindo resultados promissores ao longo de décadas. Diversas políticas públicas educacionais e ações em prol do ensino na esfera federal, estadual e municipal se basearam em estudos realizados por membros desta comunidade. Apesar disso, para que os resultados da comunidade consigam de fa...
Chapter
Despite recent studies highlighting the importance of adapting educational systems, there is a lack of systematic structures that assist developers, designers, and other stakeholders in the development of TGES according to students’ characteristics. Therefore, in this chapter, we draw on recent studies on persuaded technologies and personalized gam...
Chapter
In the last few years, different types of educational systems have been developed with different objectives, such as helping students prepare for assessments, helping large groups of students to graduate or even specialize at a distance, and even helping students learn a new language. In this chapter, in order to present in a practical way an appro...
Chapter
Recent studies have shown that using gamification may negatively impact the motivation of students in educational systems. One of the reasons for this problem is that people may be motivated or demotivated by different gamification elements according to their gamer type, gender, age, and other particularities. In this chapter, we aim to investigate...
Chapter
Over the previous years, mainly based on the results of experimental studies that showed that gamification can bring about poor results depending on how it was planned and applied, studies began to investigate how to improve the design of gamification systems through tailored gamification. They also present and discuss the results from the use of a...
Chapter
Since the onset of the term gamification, many studies have tried to understand the theories that involve gamification, relating it to different theoretical backgrounds. Concerning gamification applied to educational systems, the range of theories becomes even greater, since it involves theories related to education (e.g., Behaviorism, Cognitivism,...
Chapter
The detection of students’ emotions in computer-based learning environments is a complex task. Although emotions can be detected from sensors, a less intrusive method is to train supervised machine learning algorithms for the emotions prediction based on the log of students’ actions on the system. For these algorithms to work as expected, they need...
Article
Full-text available
Intelligent Tutoring Systems (ITSs) are concerned with the use of artificial intelligence techniques for performing adaptive tutoring to learners' according to what they know about the domain. Researchers are increasingly interested in applying gamification in e-learning systems to engage students and to drive desired learning behaviors. However, l...
Conference Paper
Full-text available
Gamification has been widely employed in the educational domain over the past eight years when the term became a trend. However, the literature states that gamification still lacks formal definitions to support the design of gamified strategies. This paper aims to create a taxonomy for the game elements, based on gamification experts' opinions. Aft...
Conference Paper
Full-text available
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements , to gamify a certain educational task. Instead, most provide a "one-size-fits-all" approach covering all learners, without considering different user characteristics, such as...
Conference Paper
The detection of student’s emotions in computer-based learn-ing environments is a complex task. Although emotions can be detectedfrom sensors, a less intrusive method is to train supervised machine learning algorithms for the emotions prediction based on the log of students actions on the system. For these algorithms to work as expected, they need...
Preprint
Full-text available
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a "one-size-fits-all" approach covering all learners, without considering different user characteristics, such as g...
Conference Paper
Full-text available
Attention Deficit Hyperactivity Disorder has been one of the most studied topics in school-age children in face of their day-life difficulties. At the same time, gamification, which uses game mechanics in a non-game context, is an used strategy to engage people in reaching their goals in different contexts. Thus, this paper aims to present software...
Article
Full-text available
Os dados abertos educacionais trazem informações importantes sobre o cenário educacional de um país. Sua publicação traz impactos tanto em transparência quanto no aumento do potencial econômico para a sociedade como um todo por meio da gestão da aprendizagem e da tomada de decisão baseada em evidências. A Web traz muitas funcionalidades que podem e...
Book
This book introduces and explores the field of tailored gamified educational technologies. Providing a theoretical overview of the domain, including a number of related psychological and educational theories along with a complete state-of-the-art analysis on this topic, it presents an approach and architecture to tailor these systems to students’ g...
Article
Full-text available
Diante da eminente necessidade de ensinar Ciência da Computação no ensino básico e das dificuldades enfrentadas no seu processo de ensino e aprendizagem, nos últimos anos uma série de estudos têm usado uma estratégia conhecida por Computação Desplugada. No entanto, diversos questionamentos têm sido feitos, por exemplo: i) em quais níveis de ensino...
Article
Full-text available
In the last few years, gamification studies have increased in the field of education and digital technologies, showing different results on the use of gamified educational systems in relation to students' learning aspects. These studies, however, often keep the focus on quantitative or qualitative approaches directly related to student learning, wi...
Article
Full-text available
A gamificação tem sido bastante utilizada para aumentar o engajamento e a motivação dos estudantes em contextos educacionais, ampliando o interesse por parte de professores e instrutores. No entanto, há um consenso na literatura quanto a necessidade de abordagens sistemáticas (métodos, processos e/ou frameworks) para apoiar o planejamento da gamifi...
Conference Paper
Full-text available
Recentemente, alguns indicadores educacionais revelaram que uma parcela significativa dos estudantes da Educação Básica apresenta domínio insuficiente em leitura (Língua Portuguesa) e na resolução de problemas (Matemática). Entretanto, existe uma grande expectativa de que o acesso às tecnologias de aprendizagem adaptativa auxilie na prática docente...
Conference Paper
Full-text available
One of the main contemporary challenges in the field of computers and education is to provide gamified educational systems tailored according to the students' gamer types to be most effective than traditional counter-tailored gamified educational systems in terms of students' learning aspects. In order to start to solve this problem, we proposed an...
Conference Paper
Full-text available
One of the main contemporary challenges in the field of computers and education is to provide gamified educational systems tailored according to the students' gamer types to be most effective than traditional counter-tailored gamified educational systems in terms of students' learning aspects. In order to start to solve this problem, we proposed an...
Article
Gamification planning has been a topic of discussion in the last years since it can be used to increase performance, engagement, and motivation of end users. When properly applied in educational settings, gamification can lead to better learning. Furthermore, it can be boosted when tied to social networks. However, according to the literature, ther...
Article
Full-text available
The increase in supply and demand of on-line courses evidences a new educational paradigm mediated by information and communication technologies. However, an issue in this new paradigm is the high number of students who drop out (85% on average). Some of them blame the lack of instructor support. This support needs the analysis of students' data to...
Chapter
Interactive educational resources can promote a virtual environment that enable their users to acquire knowledge, train skills and have constant feedback. However, for an educational resource to be effective, its development should be systematic and multidisciplinary. Different methods have been proposed to provide support for the educational resou...
Chapter
Group formation in CSCL refers to the process of adequate selection and grouping of students to create scenarios and situations that help the learning to occur more smoothly. Objective: this paper presents a systematic mapping of the literature about group formation for CSCL intended to characterize the state of the art in the field as well as iden...