Sergio Antônio Andrade de Freitas
Academic and Professional Profile
- Current Position: Full Professor at the University of Brasília (UnB), working in the undergraduate Software Engineering program and the Graduate Program in Applied Computing .
- Previous Experience:
- at UnB: President of the National Forum of Undergraduate Deans (ForGRAD), Dean of Undergraduate Studies (UnB), Director of the Distance Education Center (CEAD/UnB), Technical Director of Undergraduate Education (DEG/UnB), Director of Distance Undergraduate Studies (DEG/UnB).
- at UFES: Professor in the Department of Computer Science at the UFES , Director of Research and Graduate Studies at the Office of Research and Graduate Studies (UFES), General Director of the Data Processing Center (UFES), Administrative Coordinator of PoP-ES / RNP, Coordinator of the Undergraduate Program in Computer Engineering (UFES) and permanent member of the Graduate Program in Computer Science (PPGI/UFES).
- at INEP: Course evaluator for INEP/MEC from 2006 to 2020.
Academic Background
- PhD in Electrical Engineering - Federal University of Espírito Santo (UFES), Brazil (2003-2005).
- Master’s in Computing - Federal University of Rio Grande do Sul (UFRGS), Brazil (1991-1993).
- Bachelor’s in Electrical Engineering (emphasis in electronics) - Federal University of Uberlândia (UFU), Brazil (1985-1990).
Research Areas
- Active Learning Methodologies - Active learning methodologies in higher education have been gaining increasing relevance in the contemporary educational landscape, largely due to advancements in the science of learning.
- Artificial Intelligence and Natural Language Processing - Artificial Intelligence (AI) is a branch of computer science that seeks to develop systems capable of mimicking and enhancing human abilities such as reasoning, learning, and perception. One of its most fascinating subareas is Natural Language Processing (NLP).
- Gamification - Gamification is a process that uses elements, techniques, and game design mechanics in contexts not related to games, aiming to increase user motivation, participation, and engagement. Gamification has been applied in various fields, such as education, marketing, health, and corporate training.
- Learning Analytics and Educational Management - An interdisciplinary area that combines data analysis, computer science, and educational psychology to enhance learning and educational environments. By collecting, analyzing, and interpreting data about learners and their contexts, it provides insights to personalize education, identify students who need more support, and improve educational outcomes.
Contributions and Acknowledgments
- Awards: Multiple times honored and patron of classes at UnB and UFES.
- Publications: Author and co-author of several scientific articles and books, recognized on platforms such as Web of Science and SCOPUS.
Current Projects
- Canal Ciência Project - A research project in partnership with IBICT and funded by FINATEC, aimed at enhancing the user experience of the Canal Ciência through the use of gamification.
- Feudal Dawn Project - Teaching project, “Software Development” course, an educational innovation promoted by CEDIS at the University of Brasília.
- HCI Journey Project - Teaching project, “Human-Computer Interaction” course, an educational innovation promoted by CEDIS in the Software Engineering course at the University of Brasília
- Project DFCris - A research project in partnership with IBICT and funded by FAP/DF.
Supervisory Experience
Current Supervisions
Master’s degree
- Bruno Marquete da Silva. Topic under development . Master's Thesis in Applied Computing, University of Brasília (Brazil), (2024). Advisor(s): Sergio Freitas . Tags: Gamification, Machine Learning .
- Bruno Mello Andrade. Topic under development . Master's Thesis in Applied Computing, University of Brasília (Brazil), (2024). Advisor(s): Sergio Freitas . Tags: Gamification, Machine Learning .
- Lucas Pereira Gomes Linard. Topic under development . Master's Thesis in Applied Computing, University of Brasília (Brazil), (2024). Advisor(s): Sergio Freitas . Tags: Gamification, Machine Learning .
- Éber Junio Borges Moreira. Literary Review and Selection of Optimal Methodologies for Academic Scheduling . Master's Thesis in Applied Computing, University of Brasília (Brazil), (2023). Advisor(s): Sergio Freitas . Tags: Learning Analytics, Machine Learning .
Undergraduate Research
- Marcus Vinicius Paiva Martins - Undergraduate in Software Engineering, University of Brasília Advisor(s): Sergio Freitas, Cristiane Ramos .
- Mylena Angélica Silva Farias - Undergraduate in Software Engineering, University of Brasília Advisor(s): Sergio Freitas, Cristiane Ramos .
- Wildbemberg Sales - Undergraduate in Software Engineering, University of Brasília Advisor(s): Sergio Freitas, Cristiane Ramos .
Bachelor’s Thesis
- Luis Guilherme Gaboardi Lins. Use of LLMs in labor law dialogues . Bachelor of Software Engineering - University of Brasília (Brazil), (2024). Advisor(s): Sergio Freitas . Tags: Machine Learning, Artificial Intelligence .
- Alvaro Henrique de Sousa Gouvea. Use of LLMs in labor law dialogues . Bachelor of Software Engineering - University of Brasília (Brazil), (2024). Advisor(s): Sergio Freitas . Tags: Machine Learning, Artificial Intelligence .
- Antonio Rangel Chaves. Gamification in the Moodle Virtual Learning Environment: Guide and Tool for Content Creators . Bachelor of Software Engineering - University of Brasília (Brazil), (2023). Advisor(s): Sergio Freitas . Tags: Gamification .
- Vitor Diniz Pagani Vieira Ribeiro. Gamification in the Moodle Virtual Learning Environment: Guide and Tool for Content Creators . Bachelor of Software Engineering - University of Brasília (Brazil), (2023). Advisor(s): Sergio Freitas . Tags: Gamification .
Former Supervisions
Master’s degree
- Edmilson Cosme da Silva,
Prediction of academic dropout in higher education - the case of face-to-face undergraduate courses at the University of Brasília
. Master's Thesis in Applied Computing, University of Brasília (Brazil), 2023
Advisor(s):
Sergio Freitas
. Tags:
Learning Analytics,
Machine Learning
.Researchers have been investigating attrition in higher education, identifying two categories - students who leave the university and those who abandon higher education altogether, negatively affecting institutions, students, and society. Since 1995, in Brazil, the creation of ANDIFES has led to more frequent studies on graduation, retention, and attrition in Brazilian universities, focusing on institutional attrition, characterized by a student's departure from their original course. The University of Brasília (UnB) has implemented strategies to increase student retention in undergraduate courses. This work aimed to develop and test an analysis model to predict attrition in face-to-face courses, through a Systematic Literature Review to identify impact factors and define indicators extracted from UnB's academic systems. The model, named MAGRA, combines indicators with machine learning algorithms to identify students at risk of dropping out. Tests conducted at the Faculdade do Gama (FGA) and UnB indicated that enrollment frequency in subjects could predict completion difficulties. The research suggests that to improve the early identification of at-risk students, adjustments in feedback mechanisms, the inclusion of new systems, improvement in data quality, and adjustments in algorithm parameters are necessary.
- Arthur Rocha Temporim de Lacerda,
Gamified Chatbot Management Process: A way to build gamified chatbots
. Master's Thesis in Applied Computing, University of Brasília (Brazil), 2024
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Machine Learning
.Chatbot development frameworks provide a range of construction methods; however, established processes like the Chatbot Management Process (CMP) often lack activities specifically tailored to enhance user engagement. This thesis presents the Gamified Chatbot Management Process (GCMP), an extension of the CMP that integrates and adapts activities to boost user interaction with chatbots. Three iterations of the GCMP were created, each incorporating enhancements driven by the Goal-Question-Metric (GQM) methodology. This iterative approach supported the continuous evaluation and evolution of the process. Experiments with real users indicated positive engagement, with all participants successfully meeting the set objectives. Furthermore, the average deployment time was reduced by 66% from the initial to the final version. User assessments also gave top ratings for the quality of responses generated by the chatbot. These results demonstrate the effectiveness of the proposed GCMP. The findings suggest a strong positive correlation between implementing the GCMP and improvements in developing gamified chatbots. The advances in both chatbot functionality and gamification techniques highlight the potential for widespread adoption of the GCMP as a reliable and effective approach for creating gamified chatbots.
- Luciana Santos de Assis,
Critical Evaluation and Case Study on the Implementation of Gamification in Organizational Contexts
. Master's Thesis in Applied Computing, University of Brasília (Brazil), 2023
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Soft Skills,
Digital Transformation
.Gamification is a way to use game elements and apply them in real-world contexts to motivate people and create a more productive environment. Considered a tool aimed at increasing engagement, gamification can be applied across various areas, including organizational activities. This work proposes a Case Study at the Brazilian Agricultural Research Corporation (Embrapa), analyzing the effects of a gamification solution applied to the Innovation Macroprocess (MPI), which is responsible for managing research, development, and innovation solutions for the sustainability of the Brazilian agribusiness. The main goal is to evaluate the effectiveness of gamification in enhancing engagement, collaboration, and motivation of employees regarding the use of the Asset Management System (Gestec), a computational tool that implements part of the MPI. Initially, a study of the theoretical foundations of gamification was conducted, followed by a Systematic Literature Review (SLR) to investigate the main frameworks, techniques, and effects of gamification solutions in organizational environments. Subsequently, a Case Study was initiated with the identification of the motivational profile of the target audience and the development of a project that includes the application of sixteen gamification requirements. Of these, ten requirements were prioritized and implemented for the experimentation phase, which was made available to a group of twenty-seven participants to evaluate the effects of the proposed solution. Overall, the results indicated an improvement in the motivational perception regarding the use of the system.
- Públio Pastrolin Cavalcante,
Evaluation of the change in report quality with the application of gamification in police intelligence activities
. Master's Thesis in Applied Computing, University of Brasília (Brazil), 2023
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Soft Skills
.The gamification of non-playful activities has gained traction in the industrial, service, and educational sectors, demonstrating that introducing game elements into an environment can make activities more engaging, fun, and enjoyable. This approach has proven to be an effective strategy for motivating and involving individuals, recognized as a valuable tool for managers. In the context of the Military Police of the Federal District, which is responsible for overt policing and maintaining public order in the nation's capital, Intelligence Activity plays a crucial role in supporting strategic, tactical, and operational decisions. This study introduces the Gamified Intelligence Reporting Process (GIRP), developed for the Military Police Intelligence System. The gamification model was based on the Octalysis framework, supplemented by statistical techniques derived from the Intrinsic Motivation Inventory and document analyses. The aim of the GIRP is to improve the quality of intelligence reports through gamification, benefiting from an iterative evaluation and planning process. Additionally, the work provides a theoretical foundation on gamification, Intelligence Activity, Public Security, and an overview of the Military Police of the Federal District.
- Ana Cláudia Alves Mendes Araújo,
REQGAME - Requirements Elicitation with Gamification - An Experiment in Software Projects in a Federal Public Agency
. Master's Thesis in Applied Computing, University of Brasília (Brazil), 2021
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Requirements Engineering
.The success of a software project is closely linked to the clarity and accuracy of its requirements. These requirements outline the project scope and establish the expected operation of the software. Thus, the requirement elicitation phase is a critical milestone in the software development lifecycle, demanding excellent communication, cooperation, and motivation skills among all stakeholders. However, challenges such as effective collaboration and scheduling coordination can compromise engagement and active participation in this process. To overcome these obstacles and stimulate participation, gamification has proven to be an effective strategy by applying game mechanics in non-game contexts. Within this framework, Octalysis, a gamification framework developed by Yu-Kai Chou, offers a methodology to tailor and customize gamification according to the user profiles involved. This study introduces REQGame, an innovative method that integrates gamification into the requirement elicitation process, based on the Octalysis framework. The aim is to enhance the involvement and engagement of participants, also evaluating the positive effects that the implementation of gamification techniques can bring to the process.
- Felipe Evangelista dos Santos,
Implementation of the integration of the UnB service bus with monitoring tools
. Master's Thesis in Applied Computing, University of Brasília (Brazil), 2020
Advisor(s):
Sergio Freitas
. Tags:
Software Architecture
.The adoption of a Service-Oriented Architecture (SOA) in the implementation of services and microservices in distributed system applications facilitates the use of development standards, maintenance, flexibility in service development, and interoperability between services and systems. The Computing Center (CPD) of the University of Brasília (UnB) engages in various software automation processes, ranging from the maintenance of existing systems to the development and deployment of new technological solutions. Continuous monitoring of the performance of services, microservices, and systems becomes crucial. This study, of an exploratory nature, aims to investigate solutions and tools for implementing and managing the monitoring of distributed services and systems at UnB, through systematic mapping. The research was theoretically grounded to develop a model that was applied to the monitoring module of the UnB service bus. Simulations were conducted with the developed solution, allowing the analysis of the integration between the service bus and the proposed monitoring tool.
- James Taylor Faria Chaves,
Service-Oriented Architecture (SOA), Agile Development Methods and Quality Assurance (QA) - a case study
. Master's Thesis in Applied Computing, University of Brasília (Brazil), 2019
Advisor(s):
Sergio Freitas
. Tags:
Software Architecture
.This work introduces the NatVI framework, focusing on the integration between Service-Oriented Architecture (SOA), Agile Development, and Quality Assurance (QA). Developed from a literature review that identified and evaluated the trade-offs between SOA and agile methods, NatVI aims to provide a comprehensive solution for the software development cycle, especially for service-based applications. It includes best practices from SOA and agile principles, emphasizing the importance of QA, essential for software projects in dynamic business environments. A case study in a unit of the Brazilian federal government assessed the application of NatVI, observing improvements in software quality, understanding of agile methods, and client satisfaction with the development process. The study also highlighted limitations, such as the size of the IT team and the number of clients involved, leading to a subjective evaluation through semi-structured interviews. The preliminary results suggest that NatVI has potential, but also highlight the need for further research, paving the way for future studies on emerging technologies, such as containers and DevOps.
- Débora Zupeli Bossois,
Text categorization methodology from unlabeled documents using an anaphora resolution process
. Master's Thesis in Informatics, Federal University of Espirito Santo (Brazil), 2010
Advisor(s):
Sergio Freitas
. Tags:
Natural Language Processing,
Artificial Intelligence,
Machine Learning
.With the ongoing expansion of electronic textual content, there's a need to organize all this information in a manageable way. Hence, the process of text categorization was developed to ease the manipulation and retrieval of information by dividing it into thematic categories. There are various approaches to achieving an automatic text categorizer, among which the supervised paradigm is the most traditional. Although supervised methodology shows precision comparable to human experts, the requirement for a pre-classified corpus can be a limiting factor in some applications. In these cases, a semi or unsupervised solution, which doesn't demand a complete and well-formed training set for categorizer construction, can be applied; instead, unlabeled documents are provided to the method. Both supervised learning paradigms and semi or unsupervised paradigms typically build a representation of texts based solely on term occurrence, not considering semantic factors. However, many intrinsic characteristics of natural language can make the process ambiguous, one of which is the use of various terms to refer to an entity already mentioned in the text, a linguistic phenomenon known as anaphora. This dissertation proposes a method for the conception of an unsupervised categorizer, utilizing the Nominal Structure of Discourse (NSD), developed by Freitas for anaphora resolution, as a foundation. For this purpose, a bootstrapping technique for categorization is implemented, aiming to obtain initial labeling for documents, which is used to generate a categorization model through the supervised paradigm. Besides being based on the NSD, the methodology of this work benefits directly from the anaphora resolution process, using the identified antecedents for anaphoras during the final categorization phase. This work presents details about the proposed methodology, explaining the developed algorithms, as well as the experiments conducted for method evaluation. Results show that the use of the anaphora resolution process is beneficial for an unsupervised categorization system.
- Luana Vieira Morellato,
Computational methodology for identification of nominal phrases in Portuguese
. Master's Thesis in Informatics, Federal University of Espirito Santo (Brazil), 2010
Advisor(s):
Sergio Freitas
. Tags:
Natural Language Processing,
Artificial Intelligence
.Phrases, or syntagms, are units of meaning with syntactic functions within a sentence, as described by Nicola (2008). Generally, the sentences in any statement express content through the elements and combinations thereof provided by the language. This process forms sets and subsets that act as syntactic units within the larger unit of the sentence—syntagms, which can be categorized into nominal and verbal. Among these, nominal syntagms are of particular interest due to their higher semantic value. They are employed in Natural Language Processing (NLP) tasks such as anaphora resolution, automatic ontology building, parsing in medical texts for summary generation and vocabulary creation, or as an initial step in syntactic analysis processes. In Information Retrieval (IR), syntagms can be used to create terms in document indexing and search systems, improving results. This dissertation presents a computational methodology for identifying nominal syntagms in Portuguese language digital documents. It outlines the methodology for identifying and extracting nominal syntagms through the development of SISNOP—System for Identifying Nominal Syntagms in Portuguese. SISNOP, comprising a set of modules and programs, interprets unrestricted texts in natural language through morphological and syntactic analyses to retrieve nominal syntagms, also providing syntactic information such as gender, number, and degree of words within the extracted syntagms. Tested on corpora like CETENFolha and CETEMPúblico, SISNOP recognized 98.12% and 94.59% of sentences, identifying over 24 million syntagms. Its modules—Morphological Tagger, Nominal Syntagms Identifier, and Gender, Number, and Degree Identifier—were individually tested using a smaller dataset due to manual result analysis, achieving a precision of 82.45% and coverage of 69.20%.
- Francisco Santiago do Carmo Pereira,
A methodology for the use of natural language processing in the search for information in digital documents
. Master's Thesis in Informatics, Federal University of Espirito Santo (Brazil), 2009
Advisor(s):
Sergio Freitas
. Tags:
Natural Language Processing,
Artificial Intelligence,
Machine Learning
.This dissertation presents a novel digital text search methodology grounded in the Nominal Structure of Discourse, expanding on anaphora resolution techniques proposed by Freitas [2005]. It employs these techniques to reveal the textual structure designed by authors, offering a unique approach to Information Retrieval (IR). Traditional IR models, like the vector space model and Latent Semantic Indexing, primarily use document terms for representation and search, often failing to account for the nuances of natural language, such as the use of anaphoras. These linguistic features can diminish the representational efficacy of classical models by complicating the identification of key entities within texts. To address these limitations, an alternative structural model that incorporates anaphora resolution into its computational representation of documents is introduced, based on Seibel Júnior's work [Seibel Júnior and Freitas, 2007]. This model, which focuses on the Discourse Nominal Structure for Searches (DNSS), aims to improve upon existing IR methodologies by ensuring a more nuanced and effective representation of documents. It does so by identifying and utilizing the central elements, or focuses, of text sentences, while also considering additional information provided by the Nominal Structure of Discourse (NSD). The dissertation elaborates on the development of this search structure, detailing the anaphora resolution process and its impact on enhancing the representation and search result quality of documents. Through the exploration of algorithms and experimentation, the study underscores the potential of this new methodology in advancing the field of Information Retrieval.
- Hilário Seibel Júnior,
Retrieval of relevant information in digital documents based on anaphora resolution
. Master's Thesis in Informatics, Federal University of Espirito Santo (Brazil), 2007
Advisor(s):
Sergio Freitas
. Tags:
Natural Language Processing,
Artificial Intelligence
.Traditional Information Retrieval (IR) methods are primarily based on counting the frequency of word occurrences in a document, without offering solutions for interpreting the semantic content of the discourse [Van Rijsbergen 1979; Baeza-Yates and Ribeiro-Neto 1999]. By not interpreting the analyzed document, such methods may overlook important information about it. A solution to overcome this issue, mentioned in [Salton and McGill 1986], is to use Natural Language Processing (NLP) in information retrieval. One application of NLP is the processing of anaphoras. Anaphora [Carter 1987; Beaver 2004] is a linguistic phenomenon where an entity introduced a priori is referenced later in another sentence through some linguistic expression, as in "Valentina was born in São Paulo. The girl is a Pisces." Anaphora resolution identifies that the term "girl" in the second sentence references the entity introduced in the discourse by the term "Valentina" from the first sentence. This allows us to assert that Valentina is more relevant to the text than if such reference had not occurred. Freitas proposes in [Freitas 2005] a method to resolve anaphoras in a document by creating a structure that allows tracking entities that remain prominent throughout the discourse. This structure stores information that can be leveraged by an information retrieval method. This dissertation proposes a computational methodology to retrieve relevant information from the resolution of anaphoras in a document, aiming to improve the quality of query results. Anaphora resolution enables precise identification of the number of times each entity is referenced in a discourse, revealing entities and connections that may have been obscured in the original discourse. This information makes it possible to decide whether a certain entity is more relevant than another in the document, focusing more on what the author wrote. Thus, the relevant documents retrieved are ranked by the amount of information they present regarding the searched terms, and not merely by the location and/or number of occurrences of such terms. This work also allows identifying, through the structure generated by anaphora processing, synonymous terms (those that reference the same entity). If the document indicates that two terms are synonymous, searching for one will return the same result as searching for the other, further increasing the quality of query results. This work presents the details of the proposed methodology - the measures used to calculate the relevance of a term in relation to the document interpreted through anaphora processing, the procedures necessary for conducting a query, the implemented prototype, and the analysis of its time complexity. Furthermore, the characteristics of this approach that differentiate it from traditional methods regarding the quality of the obtained results are evaluated.
- Ayrton Monteiro Cristo Filho, Computational interpretation of the simple future perfect tense in narratives for Brazilian Portuguese . Master's Thesis in Informatics, Federal University of Espirito Santo (Brazil), 2004 Advisor(s): Berilhes Borges Garcia, Sergio Freitas . Tags: Natural Language Processing, Artificial Intelligence .
Undergraduate Research
- André Corrêa da Silva - Undergraduate in Software Engineering, University of Brasília Advisor(s): Sergio Freitas .
- Juan Mangeira Alves - Undergraduate in Software Engineering, University of Brasília Advisor(s): Sergio Freitas, Cristiane Ramos .
- Milena de Faria Silva - Undergraduate in Computing, Federal Institute of Education, Science, and Technology of Southern Minas Gerais Advisor(s): Sergio Freitas .
- Renan Carneiro Batista - Undergraduate in Computer Science, Federal Institute of Education, Science, and Technology of Ceará Advisor(s): Sergio Freitas .
Bachelor’s Thesis
- João Vitor Lopes de Farias,
Journey - the use of RPG in a learning process
, 2023
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Active Learning
.In the last decade gamification has gained greater prominence due to its ability to generate motivation and engagement by applying game elements in non-gaming contexts. The accession of gamification in the teaching process is a way to encourage the participation and constancy of students during learning. The RPG (Role-Playing Game) is a genre of game characterized mainly by four elements - the story narrative, the characters, the progress system and the challenges. These RPG elements are key to generating interest in players. When applied in the teaching environment, the RPG can promote greater interaction and immersion of students. Taking this into consideration, this work presents a learning process that applies gamification concepts together with RPG elements, called Jornada, whose proposal is to increase student engagement and motivation. From the application of this process in a Human-Computer Interaction (HCI) class at the University of Brasilia (UnB), it was possible to collect information used to evaluate the feasibility of using the process in the classroom.
- Ítalo Alves Guimarães,
Implementation of a support application for the gamified course in HCI
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2023
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Active Learning
.This project aims to present the implementation of an application for the gamified discipline of Human-Computer Interaction at the University of Brasília (UnB). Gamificationis an approach that uses game elements to engage and motivate students in their learning process. The developed application aims to complement the experience of the HCIdiscipline by offering gamified features and functionalities that promote active student participation. To achieve this goal, methods and concepts from Software Engineering were employed, including the study of relevant literature on RPGs and the Octalysisframework, requirements gathering, as well as Scrum. This project presents the requirements elicitation, prioritization, and technical specifications of the system implemented inthe Final Project 2. Additionally, the development architecture defining the technologiesand environment in which the system was developed is presented, along with a proof-ofconcept including the prototype screens with some of the functionalities using the chosentechnology, and the relational modeling of entities and data. Finally, the implementationof the application is presented, along with a summary of the development process and the conclusion obtained.
- Amanda Emilly Muniz de Menezes,
Identifying Factors Affecting Dropout in Higher Education
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022
Advisor(s):
Cristiane Ramos,
Sergio Freitas
. Tags:
Education,
Learning Analytics
.Identifying factors that influence academic dropout is crucial for coordinators to take preventive actions against student desertion. This thesis aims to explore the current state of research in the field, seeking to understand the main factors associated with academic dropout and how they can be applied in predictive models of dropout. A quantitative, exploratory, and explanatory applied research was conducted, using case study techniques and bibliographic research. The systematic literature review indicated that dropout could be predicted by academic, demographic, and learning factors. Using these factors, predictive models were developed with the help of machine learning algorithms, whose predictions proved sensitive to changes in course flows. It concludes that academic, demographic, and learning factors are effective in predicting dropout, with the selection and application method of these factors being crucial for achieving accurate predictive results. Moreover, the application of academic factors in predictive models requires consideration of the specific context of the analyzed data.
- Letícia Karla Soares Rodrigues de Araújo,
Identifying Factors Affecting Dropout in Higher Education
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022
Advisor(s):
Cristiane Ramos,
Sergio Freitas
. Tags:
Education,
Learning Analytics
.Identifying factors that influence academic dropout is crucial for coordinators to take preventive actions against student desertion. This thesis aims to explore the current state of research in the field, seeking to understand the main factors associated with academic dropout and how they can be applied in predictive models of dropout. A quantitative, exploratory, and explanatory applied research was conducted, using case study techniques and bibliographic research. The systematic literature review indicated that dropout could be predicted by academic, demographic, and learning factors. Using these factors, predictive models were developed with the help of machine learning algorithms, whose predictions proved sensitive to changes in course flows. It concludes that academic, demographic, and learning factors are effective in predicting dropout, with the selection and application method of these factors being crucial for achieving accurate predictive results. Moreover, the application of academic factors in predictive models requires consideration of the specific context of the analyzed data.
- Luiz Henrique Fernandes Zamprogno, Gamified Chatbot for Academic Information Inquiry . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Artificial Intelligence .
- Rafael Santos Teodosio,
$tudy - A Gamified Financial Education System
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Education
.The objective of this work is to design and implement a gamified system for financial education. The method used was the typical software engineering construction with requirements gathering as well as a literature study of the The method used was a typical software engineering construction with a survey of requirements and a literature study of gamification frameworks, especially Octalysis, along with the study of software development methodologies used to plan the system. In this work we present the requirements survey and its prioritization as well as the necessary specifications for the implemented system. We also present a prototype where we define the visual identity and the prototype of the screens present in the system along with the relational modeling of the data and its entities, and present the application architecture where we show how the application was structured, and its final version.
- Victor Eduardo Araujo Ribeiro, Gamified Chatbot for Academic Information Inquiry . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022 Advisor(s): Sergio Freitas . Tags: Gamification, Artificial Intelligence .
- Érico Maximiano Bandeira,
Pixel - A Gamified Tool for Learning Usability Criteria
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2022
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Active Learning
.The use of gamification in the area of human-computer interaction has become a practice to engage and motivate users. In this work, the practice of gamification in the usability evaluation process is addressed. The usability-oriented gamification design process is particular to each application environment and user group. Bearing in mind that gamification projects, in general, have positive results, even if they address different objectives in relation to engagement and motivation. Taking this into account, this work presents the application of a gamified software product that aims to engage and motivate undergraduate students to study usability criteria. The methodology of systematic literature review was used for the theoretical basis for the development of the gamified application called Pixel. The application of Pixel in a human-computer interaction class generated data and information, which were used in the evaluation and analysis of motivation, engagement and use of usability criteria by students.
- Weiller Fernandes Pereira,
Systematic literature review on the use of frameworks in the construction of gamification in education
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2021
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Education
.The application of gamified processes in the field of education has become increasingly common over the last few decades. Each project has unique characteristics, utilizing different techniques and being applied across various modalities and levels of education. However, creating a gamification is not just about inserting game elements into a given activity. There are tools designed to assist in this creation process, providing a step-by-step guide that contains methods and mechanics to be followed by those wishing to develop a gamified project. This work presents a systematic review of the literature, aiming to find these tools, referred to as gamification frameworks or models, and to combine the data found with other extracted criteria such as the countries and the educational levels where these frameworks are used. This review was divided into three stages - planning, execution, and summarization. In the planning stage, the research question, search string, acceptance criteria, and information to be extracted were defined. In the execution, the review is carried out, with the selection of primary studies and data extraction. In the summarization, the results are generated through graphs. At the end, an evaluation was conducted, considering the results obtained on the use of gamification frameworks in conjunction with other extraction criteria used in the review.
- Bruno Contessotto Bragança Pinheiro, Active Gamification - A Process for Successful Gamification . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2019 Advisor(s): Sergio Freitas . Tags: Gamification .
- Paulo Markes Rodrigues de Oliveira Calado,
Strategy to identify improvement opportunities in gamified applications
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2018
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Requirements Engineering
.Currently, individuals are spending an increasing amount of time using devices connected to the internet, making it a challenge to capture and maintain the attention of a specific audience. Distraction occurs in an instant; a moment of inattention is all it takes for everyone to start checking notifications on their phones. The speed at which new technologies and software are adopted is only matched by the speed at which they are abandoned. Against this backdrop, an emerging strategy in various fields is the incorporation of playful elements as a means of fostering engagement, a concept known as gamification. While gamification proves to be a promising approach, it is essential that it continuously evolves to remain appealing and aligned with the expectations and development of its audience. A thorough analysis of a gamified initiative, aimed at identifying areas for improvement, is crucial for determining directions for evolution. Therefore, this study aims to define a strategy that enables the identification of potential improvements in gamified applications. Such improvements are highlighted by the evaluation of project indicators that measure usability and by direct feedback from users after testing the application. Direct interaction with users allows adjustments to be informed by the perspectives of those the project is intended for. The convergence of users' views in favor of the suggested improvements validates the effectiveness of the proposed strategy.
- Leandro Alves Ferreira Santos,
Gamified Software to Support Teaching and Learning Mathematics for Children
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2017
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Education,
Active Learning
.The usage of software has grown as computers become popular. There have emerged, both in academia and in the market, technological solutions for several areas, among them education. On the other hand, classroom teaching and learning continues to suffer from classical educational problems such as lack of student and teacher motivation and lack of clear educational goals. And although software supports learning across a range of disciplines and ages, childrens audiences, especially in mathematics, have been little contemplated with the benefits that technological solutions can bring. Therefore, the use of pedagogical approaches, such as Blooms Taxonomy and Formative Assessments, together with gamification techniques, such as Octalysis, can be used to develop a technological solution that contemplates this public. The present work aims to design and develop software to assist the teaching and learning of mathematics for children in the classroom. Among the results obtained are the design of gamification in Octalysis, the types of questions and pedagogical approach to be used, besides the software itself in operation.
- Tiago Ribeiro de Assunção,
Application of Gamification in the About Social Network
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2017
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Soft Skills
.In recent years, social media platforms have gained significant visibility in the technological landscape, becoming a predominant channel for communication and information dissemination among digital users. The Social Network About (RSA), a platform developed by a student from the University of Brasília, exemplifies this phenomenon by attracting users for initial use. However, it faces challenges in retaining these users over the long term. Gamification emerges as a promising methodology in this context, employing techniques designed to motivate and engage users in performing specific activities, maintaining their interest through different stages of software interaction. This study proposes the integration of a gamification framework into the Social Network About (RSA), positioning itself as a technological development project. The aim is to overcome the user retention challenges identified in RSA by applying gamification principles that encourage continuous and engaged user participation. Through this approach, the goal is not only to increase the platform's usage time but also to enrich the user experience, promoting a deeper and more meaningful engagement with the social network. Therefore, this work represents a valuable contribution to the field of social software development, by exploring the application of gamification strategies as a means to improve the user-platform interaction dynamics in social networks.
- Yeltsin Suares Gama, Learning Support System. . Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2017 Advisor(s): Sergio Freitas . Tags: Learning Analytics, Artificial Intelligence .
- Attany Nathaly Lima Araújo,
Process of building an experience database for R&D laboratories
, 2016
Advisor(s):
Sergio Freitas
. Tags:
Soft Skills,
Teamwork
.Employees are the main assets of software organizations and the software industry is characterized by frequent technological changes, which entail a continuous flow of new knowledge. Due to the volume of knowledge, software organizations have problems in identifying the content, location and use of knowledge, that is, difficulty in managing this knowledge. The Experiment Factory can be considered to represent the knowledge management initiative. A basic step inside the Experiment Factory is the experience base. The purpose of this work is the abstraction of the process of building a experience base for R & D laboratories, inserted in the context of Software Engineering teaching of a Brazilian public university, and that do not have a defined knowledge management process. To do this, was executed a case study in two R & D laboratories - ITRAC (Information Technology and Research Center) and LFS (Software Factory Laboratory), idealized from the need to create an environment that proposes to students, Experiences related to the development of software, processes and methodologies in this area. The implementation of the experience bases for R & D laboratories could be realized based on a process of structuring the base of experiments, within an Experiment Factory model that has been adapted to the context of R & D laboratories. The process adopted fulfills the objective of the work, since through it, was possible to build a base of experiences to maintain the knowledge generated by the objects of study. With this, the OwnCloud tool has become the experience base of the ITRAC and LFS R & D laboratories.
- Cristóvão de Lima Frinhani,
Application of Natural Language Processing - A Support Tool for Correcting Essay Questions
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2016
Advisor(s):
Sergio Freitas
. Tags:
Natural Language Processing,
Artificial Intelligence,
Machine Learning
.In the context of distance education (DE), which has been experiencing global expansion, one of the most significant challenges is the scalability of evaluating essay questions. This challenge impacts the efficiency of tutors and the quality of feedback provided to students, as grading such questions requires considerable time. To address this issue, a support system for pre-evaluation was developed, utilizing natural language processing (NLP) and machine learning (ML) to automate the assignment of preliminary grades to student responses. The proposed system is divided into two main parts - the first applies semantic similarity algorithms to compare student responses with provided answer keys; the second part is a web interface that facilitates the registration of questions and answer keys, submission of responses by students, and allows the tutor to evaluate the responses. The accuracy of the system is continuously improved through tutor feedback, enabling ML to adjust the evaluation criteria as needed. The system was tested in the course on the fundamentals of computer architecture, where it demonstrated the ability to assign meaningful grades to student responses and revealed an improvement in the accuracy of evaluations based on tutor feedback. It is concluded that the pre-evaluation support system offers a promising solution to the challenges faced in evaluating essay questions in DE environments, enhancing the scalability of the grading process and the quality of feedback provided, with potential for application across various fields of knowledge.
- João Vitor de Moura Rosa Silva,
SAMI - System for analyzing learning indicator metrics
, 2016
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Active Learning
.The goal of this work is to design and implement a system for analyzing learning indicator metrics related to the Learning for the Third Millennium (A3M) program. The system serves as the gateway for all users wishing to utilize these indicator metrics. It is important to note that this is a web system. The development of this system involved a literature review on software engineering concepts, particularly development methodologies, as well as the execution of activities for requirements elicitation, development, and prioritization, along with the modeling of needs for the system's development. In the first phase, the planning of all actions necessary for the SAMI project was carried out, especially modeling, prototyping, and prioritizing requirements. With this data collected, it was possible to move to the next phase, which is implementation and testing.
- Leandro Veloso Rodrigues,
A study on the contribution of the Science Without Borders Program to the development of behavioral competencies in software engineering
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2016
Advisor(s):
Sergio Freitas,
Fabiana Mendes
. Tags:
Soft Skills
.Behavioral competencies relate to knowledge, attitudes and non-technical skills associated to the social, personal and cognitive areas. Behavioral competencies are as important as technical skills regarding the success of any software project. Many times, these skills are strongly linked to the achievement of tasks performed by software engineers. Some ways of developing these skills are related to personal exposure to new challenges and situations. The Science Without Borders (CSF) is a program which aims, among other objectives, to encourage, practice and develop non-technical skills in the Brazilians science students. The graduation in Software Engineering is one of the Brazilian courses that can make use of this program. However, what are the real benefits related to behavioral competencies for Software Engineering students who participate in CSF academic exchange project? The present document aims to answer this question by mapping the essential behavioral competencies for Software Engineering students and verifying how the CsF affects them. The verification of how former FGAs Software Engineering students observe the development of these type of competencies was obtained by a survey. According to the results of this project, the students believe that not only do they communicate better in portuguese, but also in different languages, theyve acquired a better critical thinking ability, also theyre more responsible and sensible to different cultures. Summarizing it, in their perspectives the CSF experience gave the support to the development oF some important behavioral competencies expected for a software engineer.
- Ludimila da Bela Cruz,
Support Tool for the Construction of Gamification Projects
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2016
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
.Motivation is the driving force that leads people to achieve goals, objectives, or solve problems. This project proposes the creation of a tool that, through the use of gamification elements, allows the user to shape that motivation. The idea of using gamification to make people feel as motivated in real life as they do while playing has been explored by various authors in recent years. Integrating technology with gamification aims to extend the reach of gamification to the public. Gamification not only uses game elements to motivate but also generates engagement, making people committed to their personal goals, corporate objectives, or any other cause where gamification is applied. The development of the tool began with a literature review, from which a specific gamification model was selected to form the core of the tool. The initial proposal was crafted with the intention of providing users with a support tool for the construction of gamification projects. The developed tool aligns with this philosophy.
- Wilker Mesquita de Assunção,
Gamified Learning Environment for Teaching Algorithms
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2016
Advisor(s):
Sergio Freitas
. Tags:
Gamification,
Education
.The use of software has been increasingly popular in society, including in virtual learning environments. As technology advances, pedagogical methods have evolved, giving rise to new approaches aimed at leveraging these advancements to enhance teaching and learning processes. This study introduces the adaptation of a virtual learning environment for teaching algorithms, employing Gamification techniques as proposed by Yu-kai Chou, in conjunction with the educational strategies developed by Salman Khan. The virtual learning environment Moodle was used to structure a fully gamified course on algorithms, supported by the software Funifier and Scratch. The online course, lasting one month, is structured into weekly tasks that cover the basic concepts of computational algorithms, incorporating established gamification elements such as points, badges, and leaderboards, aiming to effectively engage and motivate students.
- Guilherme Fay Vergara,
Deployment of software as a service on a private cloud for the FGA software factory
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2014
Advisor(s):
Sergio Freitas,
Edna Canedo
. Tags:
Software Architecture
.The objective of this final course design is bring the reader first state of the art on cloud computing later a brief explanation of tools for cloud computing, through all levels of architecture, and later the proposition of a deployment model of computing cloud to the software factory and finally the deployment of this model. The deployment of such services is within a private cloud, allocated within the CEBRASPE servers. The main services are available - Express which is a system that is primarily maintained by SERPRO, and owncloud, software that implements the sharing of any files in the cloud. These services increase the productivity of the factory members and increase their collaboration in projects developed internally.
- Rafael Ferreira dos Santos,
Evaluation of the implementation of an ITIL v3-based Service Desk system - a case study in a public agency
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2014
Advisor(s):
Sergio Freitas
. Tags:
Digital Transformation
.This work aims to evaluate the deployment of a Service Desk tool for IT service management in a public organization, aligning with its strategic objectives, daily operations, organizational needs, and the ITIL v3 infrastructure library. IT services are crucial for organizational activities, with management applications being integral for client access to these services. In the public sector, the increasing demand for quality service delivery emphasizes the importance of effective IT management applications to adapt to constant IT changes. The study identifies the lack of proper IT service management or flawed management as a source of service availability issues, resource overallocation, and negative impacts on IT's reputation. It focuses on the Ministry "A" scenario, highlighting the necessity for an effective IT Service Management tool, OTRS, based on Incident Management processes to improve the IT Governance Index (iGovTI). This End Graduation Work seeks to assess the implementation process of OTRS and its potential to enhance IT Service Management governance.
- Greg Ouyama Martins,
Evaluation of algorithms for sorting digital documents retrieved in search
. Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil), 2013
Advisor(s):
Sergio Freitas
. Tags:
Artificial Intelligence,
Natural Language Processing
.The quest for information originated from libraries, where it was possible to retrieve necessary data through consultations using catalog cards, organizing books by title, author, year, or publisher. With technological advancements, this process was automated, allowing these tasks to be performed on computers. However, due to the vast volume of available information, efficiently finding specific information can be challenging, making the search process exhaustive and complex. To address this issue, there are studies and implementations concerning the sorting of retrieved information. It is also relevant to apply techniques for customized queries based on criteria defined by users. This work aims to analyze the effectiveness of dynamic and static algorithms in sorting retrieved information, exploring the customization of queries in open-source search engines. We will evaluate which algorithm offers greater accuracy, using precision x recall metrics, which allow for a degree of customization in queries, including user profiles from the four engineering courses at the University of Brasília - Faculdade do Gama, and how software engineering can enhance the sorting and retrieval of information.
Publications (57)
- Éber Júnio Borges Moreira,Sergio Antônio Andrade Freitas, A CP-SAT Approach for Academic Resource Timetabling in Higher Education Institutions: A Case Study at a Major Public University , in IEEE International Conference on IT in Higher Education and Training (ITHET 2024) , pTo appear, 2024 . Tags: Machine Learning, Learning Analytics .
- Sergio Antônio Andrade Freitas,Cristiane S. Ramos,Eduardo Bessa Pereira da Silva,Marcia Renata Mortari,Dianne Magalhaes Viana, Implementing Neuroscientific Principles in Gamified Software Engineering Courses , in Frontiers in Education 2024 , pTo appear, 2024 . Tags: Active Learning, Learning Analytics, Gamification .
- Sergio Antônio Andrade Freitas,Mylena Angélica S. Farias,Cristiane S. Ramos,Marcus Vinícius Paiva Martins,Juan Mangueira Alves,Leda Cardoso S. Pinto, Crafting Personalized Learning Environments Through Motivational Profiling , in Frontiers in Education 2024 , pTo appear, 2024 . Tags: Active Learning, Gamification .
- Cristiane S. Ramos,Mylena Angélica S. Farias,Sergio Antônio Andrade Freitas,Marcus Vinícius Paiva Martins,Juan Mangueira Alves,Leda Cardoso S. Pinto,
A Process to Identify Players’ Motivational Profiles for Designing a Gamification Project
, in 24th International Conference on Computational Science and Its Applications - ICCSA 2024
, p49-67, 2024
. DOI: 10.1007/978-3-031-64608-9_4
. Tags:
Active Learning,
Gamification
.This article presents an innovative process for identifying the motivational profiles of a specific target audience using three distinct strategies: assessment by judges, application of game dynamics, and the Intrinsic Motivation Inventory (IMI) questionnaire. Each strategy aims to align with the Octalysis framework, emphasizing the importance of personalization and adaptability in gamification. The process is tested on a gamification project within a Brazilian government portal for scientific dissemination, focusing on engaging Brazilian students in science. The analysis reveals differences in strategy outcomes, highlighting the requirement of a multifaceted approach to accurately capture the target audience’s motivational profiles and improve gamification effectiveness.
- Cristiane S. Ramos,Dianne M. Viana,Eduardo Bessa,Márcia R. Mortari,Sergio Antônio Andrade Freitas,
Learning Indicators as Tools for Continuous Improvement in the Educational Environment
, in PAEE/ALE 2024 - International Conference on Active Learning in Engineering Education
, p245-254, 2024
. DOI: 2183-1378
. Tags:
Active Learning
.In today's fast-paced world characterized by rapid knowledge evolution and increasing information valuation, the education sector faces unprecedented challenges. These challenges require a continuous commitment to the evaluation and enhancement of pedagogical practices, adapting them to emerging needs and challenges. In this context, learning indicators emerge as fundamental instruments, offering detailed insights into the efficiency of active learning methods and strategies, and student progress in the development of essential competencies. This article is dedicated to exploring the implementation of two key indicators in the educational environment, aiming at optimizing the quality of teaching and learning in engineering course disciplines. The first indicator analyzed focuses on identifying students' prior knowledge and assimilating new concepts, fundamental for meaningful learning. The second indicator seeks to evaluate the consolidation of engrams, that is, the formation and reinforcement of memories related to learned concepts, allowing the identification of gaps in the teaching-learning process. It is argued that the adoption of these indicators, among others, is necessary for effective educational management, allowing not only the monitoring and evaluation of pedagogical practices but also the planning of precise and well-founded interventions to establish an inclusive, efficient, and motivating learning environment.
- LACERDA, A. R. T.,FREITAS, S. A. A.,RAMOS, C. S.,
Gamified Chatbot Management Process: A way to build gamified chatbots
, in 10th Intelligent Systems Conference
, 2024
. DOI: 10.1007/978-3-031-66428-1_2
. Tags:
Gamification,
Machine Learning
.This paper proposes the incorporation of gamification with machine learning for the development of chatbots. The Gamified Chatbot Development Process (GCMP), is a process for the development of gamified chatbots, it comprises eight activities, arranged into four steps, emphasizing gamification implementation. This process includes gamification planning, gamification management, updating chatbot content, chatbot behavior implementation, chatbot behavior validation, chatbot behavior analysis, chatbot delivery, and chatbot usage analysis. GCMP provides a clear and structured guide, allowing flexibility to accommodate each project’s specific requirements. This article describes the methodology employed, which includes the application of an experiment with software engineering students. The experiment is conducted by providing documents, holding weekly meetings, and collecting pertinent data. The applicability of GCMP in gamified chatbot projects is examined, and a new version of the process is proposed to resolve the gaps found, and conclusions are drawn based on experiments.
- RAMOS, C. S.,VIANNA, D. M.,BESSA, E.,MORTARI, M. R.,FREITAS, S. A. A., Indicadores de aprendizagem , Biblioteca Central da Universidade de Brasília, 2023 . Tags: Learning Analytics, Active Learning .
- ASSIS, L. S.,FREITAS, S. A. A., Gamification in Organizational Contexts: A Systematic Literature Review , in 25th International Conference on Human-Computer Interaction , 2023 . DOI: 10.1007/978-3-031-35969-9_23 . Tags: Gamification .
- ERVEN, R. V.,JUBE, D.,SANTOS, H.,FREITAS, S. A. A.,CANEDO, E. D., Gamification project to receive continuous feedback in the context of the evolution of public service for lawyers , in 2023 IEEE ASEE Frontiers in Education , 2023 . DOI: 10.1109/fie58773.2023.10343441 . Tags: Gamification .
- SILVA, E. C.,FREITAS, S. A. A.,RAMOS, C. S.,MENEZES, A. E. M.,ARAUJO, L. K. S. R., A systematic review of the factors that impact the prediction of retention and dropout in higher education , in 56th Hawaii International Conference on System Science , 2023 . Tags: Learning Analytics, Machine Learning .
- CABELLO, A. F.,ARRUDA, J. A.,IMBROISI, D.,FERREIRA, G. V.,FREITAS, SERGIO A. A., Strategic Choice in Selective Processes: analyses of the alteration of initial option of candidates in SISUnB, and its effects on dropout , REVISTA COM CENSO ESTUDOS EDUCACIONAIS DO DISTRITO FEDERAL , 9(41-49), 2022 . Tags: Learning Analytics .
- CAVALCANTI, P. P.,FREITAS, S. A. A., Evaluation of the Change in the Quality of Reports with the Application of Gamification in a Corporative Institution , in Proceedings of the 24th International Conference on Human-Computer Interaction , p353-367, 2022 . DOI: 10.1007/978-3-031-05544-7_27 . Tags: Gamification, Digital Transformation .
- CABELLO, A. F.,FERREIRA, G. V.,IMBROISI, D.,ARRUDA, J. A.,FREITAS, S. A. A.,ALVAREZ, G. A., Forms of admission in a comparative perspective: why does SISU increase dropout? The case of UNB , AVALIAÇÃO: REVISTA DA AVALIAÇÃO DA EDUCAÇÃO SUPERIOR , 26(446-460), 2021 . DOI: 10.1590/s1414-40772021000200006 . Tags: Learning Analytics, Education .
- MELO, L. V. S. E.,NOGUEIRA, T. J. A. M.,LEITE, L. L.,FREITAS, S. A. A., Programa Aprendizagem para o 3º Milênio (A3M) , 2021 . DOI: 9786599168932 . Tags: Active Learning, Education .
- CHAVES, J. T. F.,FREITAS, S. A. A., NatVi - A Framework for Agile Software Development, Service-oriented Architecture and Quality Assurance , in 20th International Conference on Computational Science and its Applications , 2020 . DOI: 10.1007/978-3-030-58817-5_33 . Tags: Software Architecture .
- MOTA, V. F. S.,GOMES, R. L.,FREITAS, S. A. A., Internet das Coisas como Plataforma Multidisciplinar de Aprendizagem: Projetos Integradores Hardware/Software , 2020 . DOI: 10.5753/wei.2020.11138 . Tags: Active Learning .
- CABELLO, A. F.,FERREIRA, G. V.,IMBROISI, D.,ARRUDA, J. A.,FREITAS, S. A. A.,ALVAREZ, G. A., Forms of Admission in Comparative Perspective: Sisu at UnB , in XIX Colóquio Internacional de Gestão Universitária , 2019 . Tags: Learning Analytics .
- CHAVES, J. T. F.,FREITAS, S. A. A., A Systematic Literature Review for Service-oriented Architecture and Agile Development , in The 19th International Conference on Computational Science and its Applications , 2019 . DOI: 10.1007/978-3-030-24308-1_11 . Tags: Software Architecture .
- LEMES, R. F.,FREITAS, S. A. A., Uso do algoritmo Apriori na avaliação da motivação em uma gamificação , in Simpósio Brasileiro de Informática na Educação (SBIE) , 2019 . DOI: 10.5753/cbie.sbie.2019.694 . Tags: Gamification, Active Learning .
- Nogueira, Teresinha de Jesus Araújo Magalhães,Melo, Lívia Veleda de Sousa e,FREITAS, S. A. A.,Leite, Letícia Lopes,Macedo, Harineide Madeira, PROGRAMA APRENDIZAGEM PARA O 3º MILÊNIO (A3M): PROMOVENDO A INSTITUCIONALIZAÇÃO DE AÇÕES INOVADORAS NA UNB , 2019 . DOI: 10.1007/978-3-030-24308-1_11 . Tags: Active Learning .
- FIGUEIREDO, R.M.C.,SANTOS, R.R.,FREITAS, S. A. A., Governança em tecnologia de informação e comunicação para o setor público , TCU, 2018 . DOI: 9788560365272 . Tags: Digital Transformation .
- FREITAS, S. A. A.,CANEDO, E. D.,JESUS, D. A., Calculating Similarity of Curriculum Lattes , IEEE Latin America Transactions , 16(1758), 2018 . DOI: 10.1109/tla.2018.8444396 . Tags: Learning Analytics .
- FREITAS, S. A. A.,CANEDO, EDNA,SANTOS FELISDÓRIO, RODRIGO,LEÃO, HELOISE, Analysis of the Risk Management Process on the Development of the Public Sector Information Technology Master Plan , INFORMATION , 9(248), 2018 . DOI: 10.3390/info9100248 . Tags: Digital Transformation .
- COSTA OLIVEIRA, EDGARD,ALVES DE JESUS, DIONLAN,FREITAS, S. A. A.,DIAS CANEDO, EDNA, Similarities Building a Network between Researchers based on the Curriculum Lattes Platform , in 20th International Conference on Enterprise Information Systems , 2018 . DOI: 10.5220/0006664102030214 . Tags: Learning Analytics .
- CUNHA, G. C. A.,BARRAQUI, L. P.,FREITAS, S. A. A., Evaluating the use of gamification in mathematics learning in primary school children , in 48th Annual Frontiers in Education (FIE) , 2018 . DOI: 10.1109/FIE.2018.8658950 . Tags: Gamification, Active Learning .
- LEAO, H. A. T.,SOUZA, R. V. F.,MACIEL, A. A. F.,FREITAS, S. A. A.,CANEDO, E. D., Gamificação aplicada ao desenvolvimento de software: Análise e Projeto , in XX ENCOINFO , 2018 . Tags: Gamification, Software Architecture .
- MELO, L. V. S. E.,NOGUEIRA, T. J.,FREITAS, S. A. A.,LEITE, L. L., Programa A3M: construção e socialização de ações pedagógicas inovadoras na UNB , in X Simpósio Nacional de Educação , 2018 . Tags: Active Learning, Education .
- NOGUEIRA, T. J. A.,MELO, L. V. S. E.,FREITAS, S. A. A.,LEITE, L. L.,MACEDO, H., Programa Aprendizagem para o 3º Milênio (A3M): Identificando o processo de Mediação Pedagógica em Espaços Integrados de Ensino e Aprendizagem , in XV Congresso Brasileiro de Ensino Superior a Distância , 2018 . Tags: Active Learning, Education .
- RIBEIRO, A. S.,CANEDO, E. D.,FREITAS, S. A. A., An Implementation of the OAuth 2.0 for an Enterprise Service Bus , in 18th International Conference on Computational Science and Its Applications , 2018 . DOI: 10.1007/978-3-319-95162-1_32 . Tags: Software Architecture .
- DANTAS, J. M.,FREITAS, S. A. A., Gestão de Continuidade de Serviços de TI: Site de Contingência , 2018 . DOI: 9788560365272 . Tags: Digital Transformation .
- FELISDORIO, R. C. S.,FREITAS, S. A. A., Análise do processo de gestão de riscos na elaboração do plano diretor de tecnologia da informação PDTI no setor público , 2018 . DOI: 9788560365272 . Tags: Digital Transformation .
- MARTINS, L. B.,FREITAS, S. A. A., Gestão de riscos e governança de TI aplicada à rede de comunicação governamental , 2018 . DOI: 9788560365272 . Tags: Digital Transformation .
- POLETTO, J. A. R.,FREITAS, S. A. A., Identificação de riscos em fiscalizações de obras públicas realizadas pelo TCU e o papel da tecnologia da informação em mitigá-los , 2018 . DOI: 9788560365272 . Tags: Digital Transformation .
- ARAUJO, A. N. L.,BORGES, K. C. S.,FREITAS, S. A. A.,CANEDO, E. D.,SILVA, W. C. M. P., Experience and Innovation Factory: Adaptation of an Experience Factory Model for a Research and Development Laboratory , in Americas Conference on Information Systems 2017 , 2017 . Tags: Software Architecture, Teamwork .
- CUNHA, GEOVÂNIA,BARRAQUI, LUCIANA,FREITAS, S. A. A., Uso da gamificação nos anos iniciais do ensino fundamental brasileiro , in XXVIII Simpósio Brasileiro de Informática na Educação SBIE , 2017 . DOI: 10.5753/cbie.sbie.2017.1742 . Tags: Gamification, Education, Active Learning .
- DIAS CANEDO, EDNA,SANTOS, GIOVANNI ALMEIDA,FREITAS, S. A. A., Analysis of the teaching-learning methodology adopted in the introduction to computer science classes , in 2017 IEEE Frontiers in Education Conference (FIE) , 2017 . DOI: 10.1109/FIE.2017.8190556 . Tags: Active Learning .
- FREITAS, S. A. A.,CANEDO, E. D.,FRINHANI, C. L.,FERNANDES, M. V.,SILVA, M. C., Evaluation of an Automatic Essay Correction System Used as an Assessment Tool , in 19th International Conference on Human-Computer Interaction , 2017 . DOI: 10.1007/978-3-319-58700-4_18 . Tags: Machine Learning, Natural Language Processing .
- FREITAS, S. A. A.,LACERDA, ARTHUR R. T.,CALADO, PAULO M. R. O.,LIMA, THIAGO S.,DIAS CANEDO, EDNA, Gamification in education: A methodology to identify student's profile , in 2017 IEEE Frontiers in Education Conference (FIE) , 2017 . DOI: 10.1109/FIE.2017.8190499 . Tags: Gamification, Active Learning .
- MELO, L. V. S. E.,FREITAS, S. A. A.,NOGUEIRA, T. J.,ANDRADE, M.,LOURENCO, V., Programa Aprendizagem para o Terceiro Milênio (A3M): política de valorização e promoção de ações educacionais inovadoras na Universidade de Brasília , in XIV Congresso Brasileiro de Ensino Superior a Distância , 2017 . Tags: Active Learning, Education .
- FREITAS, S. A. A.,LIMA, THIAGO,CANEDO, EDNA,COSTA, RICARDO LOPES, Gamificação e avaliação do engajamento dos estudantes em uma disciplina técnica de curso de graduação , in XXVII Simpósio Brasileiro de Informática na Educação , 2016 . DOI: 10.5753/cbie.sbie.2016.370 . Tags: Gamification, .
- FREITAS, S. A. A.,SILVA, RITA C.,CANEDO, EDNA D.,LUCENA, TIAGO FRANKLIN R., A tool for students' grouping in classroom , in 2016 IEEE Frontiers in Education Conference (FIE) , 2016 . DOI: 10.1109/FIE.2016.7757708 . Tags: Learning Analytics .
- FREITAS, S. A. A.,SILVA, RITA DE CASSIA,LUCENA, TIAGO FRANKLIN R.,RIBEIRO, EDUARDO DO N.,LIMA, VICTOR COTRIM DE,SILVA, RODRIGO M. S. DA, Smart Quizzes in the Engineering Education , in 2016 49th Hawaii International Conference on System Sciences (HICSS) , 2016 . DOI: 10.1109/HICSS.2016.17 . Tags: Artificial Intelligence, Education .
- FREITAS, S. A. A.,SILVA, WANDER C. M. P.,MARSICANO, GEORGE, Using an Active Learning Environment to Increase Students' Engagement , in 2016 IEEE 29th International Conference on Software Engineering Education and Training (CSEET) , 2016 . DOI: 10.1109/CSEET.2016.24 . Tags: Active Learning .
- FRINHANI, CRISTOVAO LIMA,FREITAS, S. A. A.,FERNANDES, MAURICIO VIDOTTI,DIAS CANEDO, EDNA, An automatic essay correction for an active learning environment , in 2016 IEEE/ACS 13th International Conference of Computer Systems and Applications (AICCSA) , 2016 . DOI: 10.1109/AICCSA.2016.7945769 . Tags: Artificial Intelligence, Machine Learning, Natural Language Processing .
- MARSICANO, GEORGE,MENDES, FABIANA FREITAS,FERNANDES, MAURICIO VIDOTTI,FREITAS, S. A. A., An Integrated Approach to the Requirements Engineering and Process Modelling Teaching , in 2016 IEEE 29th International Conference on Software Engineering Education and Training (CSEET) , 2016 . DOI: 10.1109/CSEET.2016.23 . Tags: Active Learning, Requirements Engineering .
- NAYARA, BRUNA,CRUZ, LUDIMILA DA BELA,FREITAS, S. A. A., Metodologia para avaliação da gamificação em jogos , in XXVII Simpósio Brasileiro de Informática na Educação , 2016 . DOI: 10.5753/cbie.sbie.2016.510 . Tags: Gamification .
- RODRIGUES, LEANDRO VELOSO,FREITAS, S. A. A.,MENDES, FABIANA, Um estudo sobre o perfil das equipes de desenvolvimento de softwares educacionais , in XXVII Simpósio Brasileiro de Informática na Educação , 2016 . DOI: 10.5753/cbie.sbie.2016.159 . Tags: Teamwork .
- VALENCA, K. S.,CANEDO, E. D.,KOSLOSKI, R. A. D.,FREITAS, S. A. A., Proposed Data Model for a Historical Base Tool , in 11th International Conference on Software Engineering Advances (ICSEA) , 2016 . Tags: Software Quality .
- VERGARA, G. F.,CANEDO, E. D.,FREITAS, S. A. A., Deployment of Collaborative Softwares as a Service in a Private Cloud to a Software Factory , in 15th Computational Science and Its Applications (ICCSA) , 2015 . DOI: 10.1007/978-3-319-21404-7_24 . Tags: Software Architecture .
- LOZZI, S.,DINIZ, F. B.,ALBURQUERQUE, P.,REZENDE, M.,FREITAS, S. A. A.,COSTA, C., Influence of Affirmative Action on the Academic Performance of Undergraduate Students from a Brazilian Public University , in 5th International Conference of Education, Research and Innovations, 2012, Madrid - Spain , pp. 3017-3022, 2012 . Tags: Learning Analytics .
- Pereira, F. S. C.,Seibel, Hilário,FREITAS, S. A. A., An Anaphora Based Information Retrieval model Extension , in 2009 World Congress on Computer Science and Information Engineering, 2009, Los Angeles , pp. 330-334, 2009 . DOI: 10.1109/CSIE.2009.833 . Tags: Natural Language Processing, Artificial Intelligence .
- Pereira, F. S. C.,MORELLATO, L.,FREITAS, S. A. A., Evaluation of an information retrieval model based in anaphora resolution , in IADIS International Conference on WWW/Internet, 2009, Roma , pp. 334-339, 2009 . Tags: Natural Language Processing, Artificial Intelligence .
- Seibel, Hilário,FREITAS, S. A. A., Methodology for retrieval of relevant information in digital documents based on anaphora resolution , in XXXIII Latin American Conference on Informatics CLEI 2007, 2007, San José - Costa Rica , 2007 . Tags: Natural Language Processing, Artificial Intelligence .
- Barbosa, H. A.,FREITAS, S. A. A., Intrusion Detection Systems in Industrial Automation Networks , in 6th International Congress on Automation, Systems and Instrumentation, 2006, São Paulo , 2006 . Tags: Artificial Intelligence .
- Sergio Antônio Andrade de Freitas,
Automated text interpretation - anaphora processing
. PhD Thesis, Federal University of Espirito Santo (Brazil), 2005
. Tags:
Natural Language Processing,
Artificial Intelligence
.This thesis presents a solution to the interpretation of de nite descriptions in Portuguese. For example, consider the following text- (1) a. Mariana bought a new car. b. The engine was damaged. The sentence (1a) introduces two entities- Mariana and a car which is new. The sentence (1b) introduces only one entity the engine. In a human or computer interpretation process, the use of the de nite article the preceeding a noun indicates that the introduced entity was already present at the discourse, i.e., it is an anaphoric entity. The resolution of an anaphora is a reference problem, but in the example (1) there is another problem- although the car is the entity that gives context to the engine, we can not say that the engine is the car (as for a pronominal anaphora). It also must be determined how the engine is related to the car. This is a de nite description problem. The interpretation of any kind of anaphora can be represented by the following equation- R(A, T ) (2) where A denotes an entity introduced by the context interpretation of a pronoun, an ellipsis or a de nite noun phrase, T denotes its antecedent and R is the relation between A and T . The equation's resolution process is summarized as- given A nd T and R. This thesis proposes a methodology to the de nite description interpretation that the relation R is of- part of, member of, subcategorized by and corefers. These relations are obtained by a set of pragmatic rules [Freitas, Lopes e Menezes 2004, Filho e Freitas 2003], which are here de ned (chapter 3). Also if A is not anaphoric then it is acommodated in the discourse context. The computational methodology is implemented in a logic programming system [Damásio, Nejdl e Pereira 1994] that permits an abductive reasoning [Kakas, Kowalski e Toni 1992] at the semantic representation of the discourse [Kamp e Reyle 1993]. The interpretation of the entities is the basis to the Discourse Nominal Structure [Lopes e Freitas 1994] (chapter 4), which allows- (1) to track the most salient entities at each sentence [Freitas e Lopes 1994], (2) to limit the number of possible antecedents [Freitas e Lopes 1996] and (3) to give a discourse entities summary. The result is an integrated metodology to solve anaphors and ellipses. Finally, the Nominal Structure of the Discourse can help the search/index of digital documents.
- Cristo Filho, A. M.,FREITAS, S. A. A., Interpretation of the Future of the Past in Narratives , in 1º Workshop em Tecnologia da Informação e da Linguagem Humana, 2003, São Carlos - SP , 2003 . Tags: Artificial Intelligence, Natural Language Processing .
- Sergio Antônio Andrade de Freitas,
Deixis and pronominal anaphora in dialogs
. Master's Thesis in Informatics, Federal University of Rio Grande do Sul (Brazil), 1993
. Tags:
Natural Language Processing,
Artificial Intelligence
.The proposal of this work is to implement a set of dialog elements expressed by two human agents. The pronominal anaphora and some deixis pronoums (in portuguese I, you, your, my) that eventually appear during the dialog are resolved. Basically, this work is divided in four parts - 1. An introdutory study of the Discourse Representation Theory (DRT) [KAM88, KAM90]. The DRT is a formalism for discourse representation that uses models for semantic evaluation of the representation structures.
Contact
- Professional Address:
University of Brasília, UnB Gama Campus, Brasília - DF, Brazil. - E-mail: sergiofreitas@unb.br
- Lattes: CV Lattes
- Orcid: Orcid Profile