01.1 - Graduação (Sede)

URI permanente desta comunidadehttps://arandu.ufrpe.br/handle/123456789/2

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Resultados da Pesquisa

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    Rodas de leitura: uma intervenção sobre o ato de ler
    (2019-12-02) Melo, Talita Rodrigues de; Silva, Fabiana Cristina da; http://lattes.cnpq.br/6908776370908653; http://lattes.cnpq.br/9295915840882268
    This monograph aims to demonstrate how reading wheels can contribute to the development of reading habits in a 5th grade class of a public school in the city of Olinda - PE ”. In addition, as specific objectives: 1) analyze the routine and reading planning of the teacher; 2) identify students' reading conceptions by applying a questionnaire; 3) build and implement a reading wheel intervention project; 4) to evaluate the impacts of the intervention proposal on the students' reading conceptions. In the theoretical foundation, the main authors that base the research are Leal and Brandão (2005); Soares (1999) and Tonin (2016). The action research assumptions were judged to be the most appropriate for this type of research, associated with an intervention strategy. In order to carry out the research, observations, a questionnaire and an intervention proposal were necessary to finally analyze the collected data. The results showed that it is necessary from the initial teacher education that there is awareness that experiencing significant reading practices can encourage the formation of good readers
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    Uma abordagem de Game Learning Analytics para identificação de habilidades de leitura e escrita no ensino infantil
    (2018) Oliveira Neto, José Rodrigues de; Rodrigues, Rodrigo Lins; Amorim, Américo Nobre Gonçalves Ferreira; http://lattes.cnpq.br/7962263612352589; http://lattes.cnpq.br/5512849006877767; http://lattes.cnpq.br/3879751025550218
    The power that video games have to capture their players’ attention has brought with it the idea of using them with the main objective of reinforcing learning in educational context. Recent studies demonstrate that it is possible to analyze the interactions of players in such games, called Serious Games, to conclude and measure the learning obtained during interaction in those games. Given this context, this work aims to develop an analysis of data obtained from the interaction of players in one game, out of 20, applied during a research that proved their positive impact on the development of reading and writing skills of 4-years-old children. Three classifiers were selected: Naive Bayes, Support Vector Machines (SVM) and Logistic Regression, which were trained with the data resulting from the interaction of these players with the game and demonstrated the hit rate of each of the classifiers. In addition, this work also makes an analysis of the interactions considered more relevant by one of the models, finding relationships between the words proposed as challenge in the test and those present in the game, raising reflections that can be taken into account during the development of a educational game that aims to improve children’s reading and writing skills in early childhood education.