A Fuzzy System for Educational Tasks for Children with Reading and Writing Disabilities

  • Adalberto Bosco C. Pereira
  • Gilberto Nerino de SouzaJr.
  • Dionne C. Monteiro
  • Leonardo B. Marques
Conference paper
Part of the Smart Innovation, Systems and Technologies book series (SIST, volume 23)


This paper proposes a computational approach that aims the use of Artificial Intelligence in Education (AIED) to aid teachers, psychologists and educationalists in the learning process of reading. This approach aims at generating teaching tasks which can be accordingly adapted to the individual needs of each student. While the tasks are being executed, a Machine Learning (ML) system will collect and process data to allow an analysis of the student’s learning process for each individual word in reading and writing abilities. The fuzzy system will propose an appropriate task based on the data collected by the ML. The output of the fuzzy system is an adapted task that will motivate the children in execution of the tasks.


Artificial intelligence Fuzzy Machine Learning AIED Teaching tasks 


  1. 1.
    Xiangfeng, L., Xiao, W., Jun, Z.: Guided Game-Based Learning. IEEE Transactions on Learning Technologies, USA (2010)Google Scholar
  2. 2.
    Benedict, B.: What does the AI in AIED buy? IEE, Savoy Place, London WC2R 0BL, U.K. (1997)Google Scholar
  3. 3.
    Tobias, S.: Interest, prior knowledge, and learning. Rev. Educ. Res. 64(1), 3754 (1994)Google Scholar
  4. 4.
    Brophy, J.: Teacher influences on student achievement. Am. Psychol. 64(1), 3754 (1986)Google Scholar
  5. 5.
    Dormans, D., Sander, B.: Generating Missions and Spaces for Adaptable Play Experiences. IEEE Transactions on Computational Intelligence AI in Games, USA (2011)Google Scholar
  6. 6.
    Marques, L.B., Meio, R.G., Maria, M.R.: Manual do Usurio de Programas de Ensino via GEIC—Volume 1: Aprendendo a Ler e Escrever em Pequenos Passos. So Carlos (2011)Google Scholar
  7. 7.
    Azevedo, M.A., Marques, M.L.: Alfabetizao hoje. Cortez, So Paulo (2001)Google Scholar
  8. 8.
    Sarmanho, E.S., Sales, E.B., Cavalcante, D.M., Marques, L.B.: Um Jogo com Reconhe-cedor de Voz para o Ensino de Crianas com Dificuldade de Aprendizagem em Leitura e Escrita. Semish (2011)Google Scholar
  9. 9.
    Schaefer, E., Brevik, M., Sexton, E.: Diablo. Blizzard North (1996)Google Scholar
  10. 10.
    Baldree, T.: Torchlight. Runic Games, England (2009)Google Scholar
  11. 11.
    Wright, W.: Spore. Maxis (2008)Google Scholar
  12. 12.
    Person, M., Bergensten, J.: Mojang, Sweden (2009)Google Scholar
  13. 13.
    Rose, J.C., Souza, D.G., Rossito, A.L., Rose, T.M.S.: Aquisio de leitura aps histria de fracasso escolar: equivalncia de estmulos e generalizao. In: Psicologia: Teoria e Pesquisa. 45169 (1989)Google Scholar
  14. 14.
    Souza, D.G., Rose, J.C., Faleiros, T.C., Bortoloti, R., Hanna, E.S.: Teaching generative reading via recombination of minimal textual units: a legacy of verbal behavior to children in Brazil. In: 19th International Journal of Psychology and Psychological Therapy, pp. 19–44 (2009)Google Scholar
  15. 15.
    Reis, T.S., Souza, D.G., Rose, J.C., Avaliao de um programa para o ensino de leitura e escrita. In: Estudos em Avaliao Educacional, vol. 20, pp. 425–450 (2009)Google Scholar
  16. 16.
    Nerino, G.Jr., Pereira, A.B.P., Cavalcante, D.M., Sales, E.B., Marques, L.B.: Mquina de aprendizagem como ferramenta de auxlio na anlise comportamental no ensino da leitura. In: Renote- Revista sobre novas tecnologias na Educao, vol. 10 (2012)Google Scholar
  17. 17.
    Pedro, C.D., Adriano, J.O.: Aprendizado de Regras Nebulosas em Tempo Real para Jo-gos Eletrnicos. XI Brazilian Symposium of Multimedia Systems and Web. Games II Brazilian Workshop of Games and Digital Entertainment (2003)Google Scholar
  18. 18.
    Moratori, P.B., Pedro, M.V., Manhaes, L.M.B., Lima, C., Cruz, A.J.O., Ferreira, E.B., Andrade, L.C.V.: Analysis of the stability of a Fuzzy control system developed to control a simulated robot. In: 14th IEEE International Conference on Fuzzy, pp. 726–730. IEEE Press, New York (2005)Google Scholar
  19. 19.
    Marques, L.B.: Variveis Motivacionais no Ensino de Leitura: O jogo como recurso complementar. UFSCar, So Carlos (2009)Google Scholar
  20. 20.
    Mamdani, E.H.: Advances in the linguistic synthesis of fuzzy controllers. Int. J. Man Mach. Stud. 8, 669–678 (1976)Google Scholar
  21. 21.
    Timothy, R.J.: Fuzzy Logic with Engineering Applications, vol. 5, pp. 117–148. ISBN: 047074376X (2010)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Adalberto Bosco C. Pereira
    • 1
  • Gilberto Nerino de SouzaJr.
    • 1
  • Dionne C. Monteiro
    • 1
  • Leonardo B. Marques
    • 2
  1. 1.Laboratory of Applied Artificial IntelligenceInstitute of Exact and Natural Sciences—Federal University of ParaParaBrazil
  2. 2.Laboratory for the Study of Human BehaviorFederal University of So CarlosSo CarlosBrazil

Personalised recommendations