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Publications

Publications by CRACS

2023

GATUGU: Six Perspectives of Evaluation of Gamified Systems

Authors
Swacha, J; Queiros, R; Paiva, JC;

Publication
INFORMATION

Abstract
As 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.

2023

Creating a culture of innovation: The case of the pedagogical innovation center at the Polytechnic of Porto

Authors
de Queiros, RAP; Cruz, M; Pinto, C; Mascarenhas, D;

Publication
Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications

Abstract
In this chapter, we describe the design and implementation of a Pedagogical Innovation Center (PIC) at the Polytechnic of Porto. The COVID-19 pandemic disrupted our day to day lives, our businesses, the world trade and movements. Education was not spared. In fact, it was one of the sectors most heavily affected by COVID-19 pandemic. Teachers were forced, from night to day, to adjust a purely face-to-face teaching style, to a 100\% online set. This is known as emergency remote teaching. Several difficulties have arisen both for teachers and students. The first had to structure all their teaching materials from scratch, had to design and apply new assessment methods, and struggled to get their students' motivation. On their side, the students lacked engagement, social interaction with peers and teachers, the ability to have a more autonomous learning style. © 2023, IGI Global. All rights reserved.

2023

4th International Computer Programming Education Conference, ICPEC 2023, June 26-28, 2023, Vila do Conde, Portugal

Authors
de Queirós, RAP; Teixeira Pinto, MP;

Publication
ICPEC

Abstract

2023

Creating a Culture of Innovation

Authors
Queiros, RAPd; Cruz, M; Pinto, C; Mascarenhas, D;

Publication
Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education - Advances in Higher Education and Professional Development

Abstract
In this chapter, we describe the design and implementation of a Pedagogical Innovation Center (PIC) at the Polytechnic of Porto. The COVID-19 pandemic disrupted our day to day lives, our businesses, the world trade and movements. Education was not spared. In fact, it was one of the sectors most heavily affected by COVID-19 pandemic. Teachers were forced, from night to day, to adjust a purely face-to-face teaching style, to a 100\% online set. This is known as emergency remote teaching. Several difficulties have arisen both for teachers and students. The first had to structure all their teaching materials from scratch, had to design and apply new assessment methods, and struggled to get their students' motivation. On their side, the students lacked engagement, social interaction with peers and teachers, the ability to have a more autonomous learning style.

2023

A Gamified Educational Escape Rooms' Framework for Computer Programming Classes (Short Paper)

Authors
Queirós, R; Pinto, CMA; Cruz, M; Mascarenhas, D;

Publication
4th International Computer Programming Education Conference, ICPEC 2023, June 26-28, 2023, Vila do Conde, Portugal

Abstract
This paper presents a study on the use of gamified educational escape rooms to foster the teaching-learning process of computer programming, based on an user type taxonomy. The ultimate goal of this work is to identify and validate the most suitable gamification elements and mechanics for each user profile, providing case studies that illustrate their implementation. The main contribution of this work is to guide the design process of educational escape rooms in any domain, by considering the needs, preferences, and motivations of different user types. © Ricardo Queirós, Carla Pinto, Mário Cruz, and Daniela Mascarenhas;

2023

Sifu Reloaded: An Open-Source Gamified Web-Based CyberSecurity Awareness Platform (Short Paper)

Authors
Paiva, JC; Queirós, R; Gasiba, T;

Publication
4th International Computer Programming Education Conference, ICPEC 2023, June 26-28, 2023, Vila do Conde, Portugal

Abstract
Malicious actors can cause severe damage by exploiting software vulnerabilities. In industrial settings, where critical infrastructures rely on software, handling these vulnerabilities with utmost care is crucial to prevent catastrophic consequences. For this purpose, a cybersecurity awareness platform called Sifu was created. This platform automatically assesses challenges to verify its compliance to secure coding guidelines. Using an artificial intelligence method, an interactive component provides players with solution-guiding hints. This paper presents an improved version of the Sifu platform, which evolves the tool in the following aspects: architecture, data model and user interface. The new platform separates the server and client-side using a REST API architecture. It also accommodates an intrinsic and richer layer of gamification, which explores the concept of game rooms at an organizational and gamification level. Finally, it offers an improved interactive training experience for individuals and organizations through a responsive and intuitive single-page web application. © José Carlos Paiva, Ricardo Queirós, and Tiago Gasiba; licensed under Creative Commons License CC-BY 4.0.

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