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Publicações

Publicações por Ricardo Queirós

2022

Generation of Document Type Exercises for Automated Assessment

Autores
Leal, JP; Queirós, R; Primo, M;

Publicação
11th Symposium on Languages, Applications and Technologies, SLATE 2022, July 14-15, 2022, Universidade da Beira Interior, Covilhã, Portugal.

Abstract
This paper describes ongoing research to develop a system to automatically generate exercises on document type validation. It aims to support multiple text-based document formalisms, currently including JSON and XML. Validation of JSON documents uses JSON Schema and validation of XML uses both XML Schema and DTD. The exercise generator receives as input a document type and produces two sets of documents: valid and invalid instances. Document types written by students must validate the former and invalidate the latter. Exercises produced by this generator can be automatically accessed in a state-of-the-art assessment system. This paper details the proposed approach and describes the design of the system currently being implemented. © José Paulo Leal, Ricardo Queirós, and Marco Primo.

2022

Integration of a Learning Playground into a LMS

Autores
de Queirós, RAP;

Publicação
ITiCSE 2022: Innovation and Technology in Computer Science Education, Dublin, Ireland, July 8 - 13, 2022, Volume 2

Abstract
There are lot of interactive environments that encourage the practice of computer programming. Despite their usefulness, these systems are naturally disconnected from the schools' educational environments, forcing teachers and students to alternate between tools. This work integrates Agni - a computer programming learning playground - with Moodle Learning Management System (LMS). Unlike the plugins' strategy to link applications to specific LMS, this integration uses a broader approach, through the IMS LTI standard which defines a set of specifications that allows the connection of any LTI-compliant LMS to external tools. © 2022 Owner/Author.

2022

Poster: Students' Usability Evaluation of the FGPE Gamified Programming Learning Environment

Autores
Swacha, J; Miernik, F; Ignasiak, MS; Montella, R; De Vita, CG; Mellone, G; Queirós, R; Paiva, JC; Leal, JP; Kosta, S;

Publicação
Information Systems Development: Artificial Intelligence for Information Systems Development and Operations (ISD2022 Proceedings), Cluj-Napoca, Romania, 31 August - 2 September 2022.

Abstract

2022

The Dangers of Gamification

Autores
Queirós, R; Pinto, M;

Publicação
Advanced Research in Technologies, Information, Innovation and Sustainability - Second International Conference, ARTIIS 2022, Santiago de Compostela, Spain, September 12-15, 2022, Revised Selected Papers, Part I

Abstract

2022

The Dangers of Gamification

Autores
Queiros, R; Pinto, M;

Publicação
ADVANCED RESEARCH IN TECHNOLOGIES, INFORMATION, INNOVATION AND SUSTAINABILITY, ARTIIS 2022, PT I

Abstract
In the last decade, gamification has been a widely used mechanism to influence behavioral habits in users so that they are more positively involved in learning and business processes. There are many articles or applications that materialize this adoption by showing success stories. However, few are those who mention the dangers of its use. This article shares the main precautions to be taken when creating a gamified strategy, promoting the use of gamification design and evaluation frameworks, in order to create a balanced approach that meets the profiles of its users.

2022

GAFRHE

Autores
Peixoto de Queiros, RA;

Publicação
Exploring the Convergence of Computer and Medical Science Through Cloud Healthcare - Advances in Medical Technologies and Clinical Practice

Abstract
Gamification has been growing at a meteoric rate. Such growth is because this is a valid mechanism to add desirable behaviors in an organizational process or even in an educational process. In fact, these are the two major contexts where gamification has been applied. In organizations, gamification is applied in various business contexts from recruitment, through onboarding, training, talent retention, customer service, sales, and marketing. In education, gamification is used essentially in contexts of promoting student involvement in existing training offers. This chapter presents a gamification design framework called GAFRHE aimed to be used in all domains, but with extensive facets for the healthcare domain. Unlike other frameworks, it is a concrete framework that not only presents the basic concepts that must be followed by the gamified strategy, but also presents a system architecture that must be instantiated, and a set of components already coded and that can be used. The framework is mostly based on existing standards promoting reusability and interoperability.

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