ESMAD - DI - Artigos
Permanent URI for this collection
Browse
Recent Submissions
- 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.
- 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).
- Managing gamified programming courses with the FGPE platformPublication . Paiva, José Carlos; Queirós, Ricardo; Leal, José Paulo; Swacha, Jakub; Miernik, FilipE-learning tools are gaining increasing relevance as facilitators in the task of learning how to program. This is mainly a result of the pandemic situation and consequent lockdown in several countries, which forced distance learning. Instant and relevant feedback to students, particularly if coupled with gamification, plays a pivotal role in this process and has already been demonstrated as an effective solution in this regard. However, teachers still struggle with the lack of tools that can adequately support the creation and management of online gamified programming courses. Until now, there was no software platform that would be simultaneously open-source and general-purpose (i.e., not integrated with a specific course on a specific programming language) while featuring a meaningful selection of gamification components. Such a solution has been developed as a part of the Framework for Gamified Programming Education (FGPE) project. In this paper, we present its two front-end components: FGPE AuthorKit and FGPE PLE, explain how they can be used by teachers to prepare and manage gamified programming courses, and report the results of the usability evaluation by the teachers using the platform in their classes.
- Stereo vision system for human motion analysis in a rehabilitation contextPublication . Matos, Ana Clara; Terroso, Teresa Azevedo; Corte-Real, Luis; Carvalho, PedroThe present demographic trends point to an increase in aged population and chronic diseases which symptoms can be alleviated through rehabilitation. The applicability of passive 3D reconstruction for motion tracking in a rehabilitation context was explored using a stereo camera. The camera was used to acquire depth and color information from which the 3D position of predefined joints was recovered based on: kinematic relationships, anthropometrically feasible lengths and temporal consistency. Finally, a set of quantitative measures were extracted to evaluate the performed rehabilitation exercises. Validation study using data provided by a marker based as ground-truth revealed that our proposal achieved errors within the range of state-of-the-art active markerless systems and visual evaluations done by physical therapists. The obtained results are promising and demonstrate that the developed methodology allows the analysis of human motion for a rehabilitation purpose.
- PROud - a gamification framework based on programming exercises usage dataPublication . Queirós, RicardoSolving programming exercises is the best way to promote practice in computer programming courses and, hence, to learn a programming language. Meanwhile, programming courses continue to have an high rate of failures and dropouts. The main reasons are related with the inherent domain complexity, the teaching methodologies, and the absence of automatic systems with features such as intelligent authoring, profile-based exercise sequencing, content adaptation, and automatic evaluation on the student’s resolution. At the same time, gamification is being used as an approach to engage learners’ motivations. Despite its success, its implementation is still complex and based on ad-hoc and proprietary solutions. This paper presents PROud as a framework to inject gamification features in computer programming learning environments based on the usage data from programming exercises. This data can be divided into two categories: generic data produced by the learning environment—such as, the number of attempts and the duration that the students took to solve a specific exercise—or code-specific data produced by the assessment tool—such as, code size, use memory, or keyword detection. The data is gathered in cloud storage and can be consumed by the learning environment through the use of a client library that communicates with the server through an established Application Programming Interface (API). With the fetched data, the learning environment can generate new gamification assets (e.g., leaderboards, quests, levels) or enrich content adaptations and recommendations in the inner components such as the sequencing tools. The framework is evaluated on its usefulness in the creation of a gamification asset to present dynamic statistics on specific exercises.
- 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.
- 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.