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Publicações

Publicações por Ricardo Queirós

2021

Mooshak's Diet Update: Introducing YAPExIL Format to Mooshak (Short Paper)

Autores
Paiva, JC; Queirós, R; Leal, JP;

Publicação
10th Symposium on Languages, Applications and Technologies, SLATE 2021, July 1-2, 2021, Vila do Conde/Póvoa de Varzim, Portugal.

Abstract
Practice is pivotal in learning programming. As many other automated assessment tools for programming assignments, Mooshak has been adopted by numerous educational practitioners to support them in delivering timely and accurate feedback to students during exercise solving. These tools specialize in the delivery and assessment of blank-sheet coding questions. However, the different phases of a student's learning path may demand distinct types of exercises (e.g., bug fix and block sorting) to foster new competencies such as debugging programs and understanding unknown source code or, otherwise, to break the routine and keep engagement. Recently, a format for describing programming exercises - YAPExIL -, supporting different types of activities, has been introduced. Unfortunately, no automated assessment tool yet supports this novel format. This paper describes a JavaScript library to transform YAPExIL packages into Mooshak problem packages (i.e., MEF format), keeping support for all exercise types. Moreover, its integration in an exercise authoring tool is described.

2022

A primer on gamification standardization

Autores
de Queiros, RAP; Pinto, M; Simões, A; Portela, CF;

Publicação
Research Anthology on Game Design, Development, Usage, and Social Impact

Abstract
Computer science education has always been a challenging topic for both sides of the trench: educators and learners. Nowadays, with the pandemic state that we are facing, these challenges are even greater, leading educators to look for strategies that promote effective virtual learning. One of such strategies includes the use of game mechanics to improve student engagement and motivation. This design strategy is typically called gamification. Nowadays, gamification is being seen as the solution to solve most of the issues related to demotivation, complexity, or tedious tasks. In the latest years, we saw thousands of educational applications being created with gamification in mind. Nevertheless, this has been an unsustainable growth with ad hoc designs and implementations of educational gamified applications, hampering interoperability and the reuse of good practices. This chapter presents a systematic study on gamification standardization aiming to characterize the status of the field, namely describing existing frameworks, languages, services, and platforms.

2022

Managing Gamified Programming Courses with the FGPE Platform

Autores
Paiva, JC; Queiros, R; Leal, JP; Swacha, J; Miernik, F;

Publicação
INFORMATION

Abstract
E-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.

2021

10th Symposium on Languages, Applications and Technologies, SLATE 2021, July 1-2, 2021, Vila do Conde/Póvoa de Varzim, Portugal

Autores
Queirós, R; Pinto, M; Simões, A; Portela, F; Pereira, MJ;

Publicação
SLATE

Abstract

2021

Experiments on PR-Based Gamification (Short Paper)

Autores
Simões, A; Queirós, R;

Publicação
Second International Computer Programming Education Conference, ICPEC 2021, May 27-28, 2021, University of Minho, Braga, Portugal.

Abstract
This article documents some experiments on teaching a class on a Master Degree Program using a different perspective on gamification. Instead of winning badges or getting achievements, students earn classification points. This allows them to work as hard as they are willing, having in mind their current classification and how far they can reach. In the specific experiment being reported, students can earn final grade points with pull requests to a shared class project. The article describes the details of the experiment, extrapolates on different ideas for implementing this in other classes, and concludes with the pros and cons of such approach for student evaluation. © Alberto Simões and Ricardo Queirós; licensed under Creative Commons License CC-BY 4.0 Second International Computer Programming Education Conference (ICPEC 2021).

2021

Second International Computer Programming Education Conference, ICPEC 2021, May 27-28, 2021, University of Minho, Braga, Portugal

Autores
Henriques, PR; Portela, F; Queirós, R; Simões, A;

Publicação
ICPEC

Abstract

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