ESMAD - Departamento de Informática
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- 6th Symposium on Languages, Applications and Technologies SLATE 2017Publication . Queirós, Ricardo; Pinto, Mário; Simões, Alberto; Leal, José Paulo; Varanda, Maria João
- Authoring game-based programming challenges to improve students’ motivationPublication . Paiva, José Carlos; Leal, José Paulo; Queirós, RicardoOne of the great challenges in programming education is to keep students motivated while working on their programming assignments. Of the techniques proposed in the literature to engage students, gamification is arguably the most widely spread and effective method. Nevertheless, gamification is not a panacea and can be harmful to students. Challenges comprising intrinsic motivators of games, such as graphical feedback and game-thinking, are more prone to have longterm positive effects on students, but those are typically complex to create or adapt to slightly distinct contexts. This paper presents Asura, a game-based programming assessment environment providing means to minimize the hurdle of building game challenges. These challenges invite the student to code a Software Agent to solve a certain problem, in a way that can defeat every opponent. Moreover, the experiment conducted to assess the difficulty of authoring Asura challenges is described.
- A benchmarking analysis of open-source business intelligence tools in healthcare environmentsPublication . Brandão, Andreia; Pereira, Eliana; Esteves, Marisa; Portela, Carlos Filipe; Santos, Manuel Filipe; Abelha, António; Machado, JoséIn recent years, a wide range of Business Intelligence (BI) technologies have been applied to different areas in order to support the decision-making process. BI enables the extraction of knowledge from the data stored. The healthcare industry is no exception, and so BI applications have been under investigation across multiple units of different institutions. Thus, in this article, we intend to analyze some open-source/free BI tools on the market and their applicability in the clinical sphere, taking into consideration the general characteristics of the clinical environment. For this purpose, six BI tools were selected, analyzed, and tested in a practical environment. Then, a comparison metric and a ranking were defined for the tested applications in order to choose the one that best applies to the extraction of useful knowledge and clinical data in a healthcare environment. Finally, a pervasive BI platform was developed using a real case in order to prove the tool viability.
- Code generation, analysis tools, and testing for qualityPublication . Queirós, Ricardo; Simões, Alberto; Pinto, Mário
- CSS preprocessing: tools and automation techniquesPublication . Queirós, RicardoCascading Style Sheets (CSS) is a W3C specification for a style sheet language used for describing the presentation of a document written in a markup language, more precisely, for styling Web documents. However, in the last few years, the landscape for CSS development has changed dramatically with the appearance of several languages and tools aiming to help developers build clean, modular and performance-aware CSS. These new approaches give developers mechanisms to preprocess CSS rules through the use of programming constructs, defined as CSS preprocessors, with the ultimate goal to bring those missing constructs to the CSS realm and to foster stylesheets structured programming. At the same time, a new set of tools appeared, defined as postprocessors, for extension and automation purposes covering a broad set of features ranging from identifying unused and duplicate code to applying vendor prefixes. With all these tools and techniques in hands, developers need to provide a consistent workflow to foster CSS modular coding. This paper aims to present an introductory survey on the CSS processors. The survey gathers information on a specific set of processors, categorizes them and compares their features regarding a set of predefined criteria such as: maturity, coverage and performance. Finally, we propose a basic set of best practices in order to setup a simple and pragmatic styling code workflow.
- Defining requirements for a gamified programming exercises formatPublication . Swacha, Jakub; Queirós, Ricardo; Paiva, José Carlos; Leal, José PauloComputer programming is a complex domain both to teach and learn. This incited endeavors to find methods that could mitigateat least some of the existing barriers. In the last years, automatic assessment has been playing an important role in reducing theburden of teachers in the assessment of students’ attempts to solve programming exercises and fostering the autonomy of studentsby allowing them to practice in any place and at any time with timely feedback.Even more recent development is the use of gamification in computer programming education in order to raise the enjoyment andengagement of students. Despite its rising spread, until now, there is not a programming exercise specification format addressingthe needs of gamification, such as the definition of challenges, the underlying storyline, including the links to other exercises, orthe rewards for solving challenges in form of points, badges or virtual items. Such a data format would allow the exchange ofready-to-use programming exercises along with the gamification-related data among different educational institutions and courses,providing instructors a possibility to make use of gamification in their courses without having to invest their own time in defininggamification rules themselves.In this paper, we analyze a set of concepts related to programming gamification developed in our previous work to identify therequirements for the specification of a gamified exercise format.
- Emerging trends, techniques, and tools for Massive Open Online Course (MOOC) managementPublication . Queirós, RicardoIn the digital age, online courses have progressed as popular modes of learning that provide interactive and collaborative learning in educational settings. The open education movement is enabled by the internet and combines the sharing of ideas, resources, and practices among all people in order to advance ideas and knowledge to a new generation of students. Massive open online courses (MOOC) provide a new way of learning for all levels of education. Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management is a critical scholarly resource that addresses the difficulties and challenges in MOOC design, implementation, management, and deployment. This comprehensive and timely publication aims to be an essential reference source, building on the available literature in the field of e-learning and online course management while providing for further research opportunities in this dynamic field. Featuring coverage on a wide variety of topics such as gamification in e-learning, plagiarism detection programs, and language online courses, this book is a valuable resource for instructional designers, IT professionals, software developers, academicians, and education professionals seeking current research on the impact of new methodologies and frameworks used in the lifecycle of open online courses.
- FGPE+: the mobile FGPE environment and the Pareto-optimized gamified programming exercise selection model - an empirical evaluationPublication . Maskeliūnas, Rytis; Damaševičius, Robertas; Blažauskas, Tomas; Swacha, Jakub; Queirós, Ricardo; Paiva, José CarlosThis paper is poised to inform educators, policy makers and software developers about the untapped potential of PWAs in creating engaging, effective, and personalized learning experiences in the field of programming education. We aim to address a significant gap in the current understanding of the potential advantages and underutilisation of Progressive Web Applications (PWAs) within the education sector, specifically for programming education. Despite the evident lack of recognition of PWAs in this arena, we present an innovative approach through the Framework for Gamification in Programming Education (FGPE). This framework takes advantage of the ubiquity and ease of use of PWAs, integrating it with a Pareto optimized gamified programming exercise selection model ensuring personalized adaptive learning experiences by dynamically adjusting the complexity, content, and feedback of gamified exercises in response to the learners’ ongoing progress and performance. This study examines the mobile user experience of the FGPE PLE in different countries, namely Poland and Lithuania, providing novel insights into its applicability and efficiency. Our results demonstrate that combining advanced adaptive algorithms with the convenience of mobile technology has the potential to revolutionize programming education. The FGPE+ course group outperformed the Moodle group in terms of the average perceived knowledge (M = 4.11, SD = 0.51).
- Fostering students-driven learning of computer programming with an ensemble of e-learning toolsPublication . Queirós, Ricardo; Leal, José PauloLearning through practice is crucial to acquire a complex skill. Nevertheless, learning is only effective if students have at their disposal a wide range of exercises that cover all the course syllabus and if their solutions are promptly evaluated and given the appropriate feedback. Currently the teaching-learning process in complex domains, such as computer programming, is characterized by an extensive curricula and a high enrolment of students. This poses a great workload for faculty and teaching assistants responsible for the creation, delivering and assessment of student exercises. In order to address these issues, we created an e-learning framework - called Ensemble - as a conceptual tool to organize and facilitate technical interoperability among systems and services in domains that use complex evaluation. These domains need a diversity of tools, from the environments where exercises are solved, to automatic evaluators providing feedback on the attempts of students, not forgetting the authoring, management and sequencing of exercises. This paper presents and analyzes the use of Ensemble for managing the teaching-learning process in an introductory programming course at ESEIG - a school of the Polytechnic of Porto. An experiment was conducted to validate a set of hypotheses regarding the expected gains: increase in number of solved exercises, increase class attendance, improve final grades. They support the conclusion that the use of this e-learning framework for the practice-based learning has a positive impact on the acquisition of complex skills, such as computer programming.
- GATUGU: six perspectives of evaluation of gamified systemsPublication . Swacha, Jakub; Queirós, Ricardo; Paiva, José CarlosAs gamification spreads to new areas, new applications are being developed and the interest in evaluating gamified systems continues to grow. To date, however, no one has comprehensively approached this topic: multiple evaluation dimensions and measures have been proposed and applied without any effort to organize them into a full gamut of tools for the multi-dimensional evaluation of gamified systems. This paper addresses this gap by proposing GATUGU, a set of six perspectives of evaluation of gamified systems: General effects of gamification, Area-specific effects of gamification, Technical quality of gamified systems, Use of gamified systems, Gamefulness of gamified systems, and User experience of gamified systems. For each perspective, GATUGU indicates the relevant dimensions of evaluation, and, for each dimension, one measure is suggested. GATUGU does not introduce any new measurement tools but merely recommends one of the available tools for each dimension, considering their popularity and ease of use. GATUGU can guide researchers in selecting gamification system evaluation perspectives and dimensions and in finding adequate measurement tools. Thanks to conforming to GATUGU, the published gamification system evaluation results will become easier to compare and to perform various kinds of meta-analyses on them.