2023
Autores
Queirós, R; Pinto, CMA; Cruz, M; Mascarenhas, D;
Publicação
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
Autores
Paiva, JC; Queirós, R; Gasiba, T;
Publicação
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.
2023
Autores
Queirós, R; Cruz, M; Pinto, C; Mascarenhas, D;
Publicação
Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications
Abstract
Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications is a timely and groundbreaking book that addresses the challenges of engaging the digital generations in the teaching-learning process, intensified by the pandemic. Written by Ricardo Queirós, a renowned researcher in e-learning interoperability and programming languages, the book offers a unique perspective on using micro and adaptive learning approaches to create immersive and personalized environments that cater to the learning styles and paces of diverse students. The book covers innovative trends, tools, and applications that enable educators to implement pedagogical practices that enhance the teaching-learning experience. It explores topics such as artificial intelligence in education, adaptive hypermedia, differentiated instruction, and micro-gamification design, providing readers with practical tools to create personalized and immersive learning environments. This book is a valuable resource for professors of any domain, practitioners, and students pursuing education, as well as research scholars looking to expand their understanding of e-learning and pedagogical innovation. It is a must-read for anyone interested in the future of education and how digital technologies can be leveraged to create engaging and immersive learning environments. © 2023 by IGI Global. All rights reserved.
2023
Autores
Queirós, R; Pinto, CMA; Cruz, M; Mascarenhas, D;
Publicação
12th Symposium on Languages, Applications and Technologies, SLATE 2023, June 26-28, 2023, Vila do Conde, Portugal
Abstract
Escape rooms offer an immersive and engaging learning experience that encourages critical thinking, problem solving and teamwork. Although they have shown promising results in promoting student engagement in the teaching-learning process, they continue to operate as independent systems that are not fully integrated into educational environments. This work aims to detail the integration of educational escape rooms, based on international standards, with the typical central component of an educational setting - the learning management system (LMS). In order to proof this concept, we present the integration of a math escape room with the Moodle LMS using the Learning Tools Interoperability (LTI) specification. Currently, this specification comprises a set of Web services that enable seamless integration between learning platforms and external tools and is not limited to any specific LMS which fosters learning interoperability. With this implementation, a single sign-on ecosystem is created, where teachers and students can interact in a simple and immersive way. The major contribution of this work is to serve as an integration guide for other applications and in different domains. © Ricardo Queirós, Carla Pinto, Mário Cruz, and Daniela Mascarenhas;
2024
Autores
Queirós, R;
Publicação
Communications in Computer and Information Science
Abstract
This paper introduces GERF, a Gamified Educational Virtual Escape Room Framework designed to enhance micro-learning and adaptive learning experiences in educational settings. The framework incorporates a user taxonomy based on the user type hexad, addressing the preferences and motivations of different learners profiles. GERF focuses on two key facets: interoperability and analytics. To ensure seamless integration of Escape Room (ER) platforms with Learning Management Systems (LMS), the Learning Tools Interoperability (LTI) specification is used. This enables smooth and efficient communication between ERs and LMS platforms. Additionally, GERF uses the xAPI specification to capture and transmit experiential data in the form of xAPI statements, which are then sent to a Learning Record Store (LRS). By leveraging these learning analytics, educators gain valuable insights into students’ interactions within the ER, facilitating the adaptation of learning content based on individual learning needs. Ultimately, GERF empowers educators to create personalized learning experiences within the ER environment, fostering student engagement and learning outcomes. © 2024, The Author(s), under exclusive license to Springer Nature Switzerland AG.
2024
Autores
Queirós, R; Pinto, CMA; Cruz, M;
Publicação
VIII IEEE WORLD ENGINEERING EDUCATION CONFERENCE, EDUNINE 2024
Abstract
This paper explores the integration of virtual escape rooms as innovative educational tools in the realm of computer programming. Recognizing the need to engage and motivate learners in this complex domain, we investigate the use of virtual escape rooms in a typical educational setting where Learning Management Systems play a pivotal role. The paper starts by surveying existing escape rooms designed for teaching programming and related domains, considering factors such as interactivity, educational efficacy, and learner engagement. Additionally, it is emphasized the role of standards in creating interoperable learning environments, introducing IMS LTI for seamless integration with learning management systems and xAPI for tracking learner activities within escape rooms. By leveraging these standards and a Learning Record Store (LRS) as a central repository, an architectural framework is presented which enables personalized learning experiences and data-driven insights, catering to the diverse needs and preferences of the new generation of learners.
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