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In order for an Intelligent Tutoring System (ITS) to correct students' exercises, it must know how to solve the same type of problems that students do and the related knowledge components. It can, thereby, compare the desirable solution with the student's answer. This task can be accomplished by an expert system. However, it has some drawbacks, such as an(More)
Educational Data Mining (EDM) is the research area concerned with the development and use of data mining methods for exploring data sets collected in educational settings. In recent years, EDM has become established internationally as a field and research community, with evidence of considerable potential to improve the quality of education. Though there(More)
The development and use of Virtual Learning Environments (VLE) has increased considerably over the past decades. Following that trend, many research findings have shown the benefits of using VLE during the learning process. Nevertheless, there are important problems that hinder their use requiring further investigation. Among them, one of the main problems(More)
Group Formation is a complex and important step to design effective collaborative learning activities. Through the adequate selection of individuals to a group, it is possible to create environments that foster the occurrence of meaningful interactions, and thereby, increasing robust learning and intellectual growth. Many researchers indicate that the(More)
One of the main difficulties during the design of collaborative learning activities is adequate group formation. In any type of collaboration, group formation plays a critical role in the learners' acceptance of group activities, as well as the success of the collaborative learning process. Nevertheless, to propose both an effective and pedagogically sound(More)
Two of the most important research subjects during the development of intelligent authoring systems (IAS) for education are the modeling of knowledge and the extraction of knowledge flows from theory to practice. It bridges the gap between theoretical understanding about learning and the practical foundations of design the knowledge of intelligent systems(More)
Requirements Engineering (RE) discipline deals with elicitation, analysis, specification, validation and management of requirements. Several ontology-driven approaches have been proposed to improve these RE activities. However, the requirements engineering community still lacks a comprehensive understanding on how ontologies are used in RE process. The(More)
Gamification is a term that refers to the use of game elements in <i>non-game contexts</i> with the goal of engaging people in a variety of tasks. There is a growing interest in gamification as well as its applications and implications in the field of Education since it provides an alternative to engage and motivate students during the process of learning.(More)