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Publicações

Publicações por José Paulo Leal

2020

FGPE AuthorKit - A Tool for Authoring Gamified Programming Educational Content

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

Publicação
Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2020, Trondheim, Norway, June 15-19, 2020.

Abstract
We present FGPE AuthorKit, a tool to author programming exercises featuring gamification elements that provide additional motivation for the students to intensify their learning effort. The tool allows the (1) creation of exercises and their associated metadata, (2) selection and parameterization of adequate gamification techniques for a specific exercise or their collection, (3) design of the content structure and sequencing rules, and (4) importing and exporting the content in the formats of choice. © 2020 ACM.

2020

GEdIL-Gamified Education Interoperability Language

Autores
Swacha, J; Paiva, JC; Leal, JP; Queiros, R; Montella, R; Kosta, S;

Publicação
INFORMATION

Abstract
The paper introduces Gamified Education Interoperability Language (GEdIL), designed as a means to represent the set of gamification concepts and rules applied to courses and exercises separately from their actual educational content. This way, GEdIL allows not only for an easy yet effective specification of gamification schemes for educational purposes, but also sharing them among instructors and reusing in various courses. GEdIL is published as an open format, independent from any commercial vendor, and supported with dedicated open-source software.

2020

Game-Based Coding Challenges to Foster Programming Practice

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

Publicação
First International Computer Programming Education Conference, ICPEC 2020, June 25-26, 2020, ESMAD, Vila do Conde, Portugal (Virtual Conference).

Abstract
The practice is the crux of learning to program. Automated assessment plays a key role in enabling timely feedback without access to teachers but alone is insufficient to engage students and maximize the outcome of their practice. Graphical feedback and game-thinking promote positive effects on students' motivation as shown by some serious programming games, but those games are complex to create and adapt. This paper presents Asura, an environment for assessment of game-based coding challenges, built on a specialized framework, in which students are invited to develop a software agent (SA) to play it. During the coding phase, students can take advantage of the graphical feedback to complete the proposed task. Some challenges also encourage students to think of a SA that plays in a setting with interaction among SAs. In such a case, the environment supports the creation and visualization of tournaments among submitted agents. Furthermore, the validation of this environment from the learners' perspective is also described. 2012 ACM Subject Classification Applied computing ! Interactive learning environments; Applied computing ! E-learning.

2020

A Roadmap to Gamify Programming Education

Autores
Swacha, J; Queirós, R; Paiva, JC; Leal, JP; Kosta, S; Montella, R;

Publicação
First International Computer Programming Education Conference, ICPEC 2020, June 25-26, 2020, ESMAD, Vila do Conde, Portugal (Virtual Conference).

Abstract
Learning programming relies on practicing it which is often hampered by the barrier of difficulty. The combined use of automated assessment, which provides fast feedback to the students experimenting with their code, and gamification, which provides additional motivation for the students to intensify their learning effort, can help pass the barrier of difficulty in learning programming. In such environment, students keep receiving the relevant feedback no matter how many times they try (thanks to automated assessment), and their engagement is retained (thanks to gamification). While there is a number of open software and programming exercise collections supporting automated assessment, up to this date, there are no available open collections of gamified programming exercises, no open interactive programming learning environment that would support such exercises, and even no open standard for the representation of such exercises so that they could be developed in different educational institutions and shared among them. This gap is addressed by Framework for Gamified Programming Education (FGPE), an international project whose primary objective is to provide necessary prerequisites for the application of gamification to programming education, including a dedicated gamification scheme, a gamified exercise format and exercises conforming to it, software for editing the exercises and an interactive learning environment capable of presenting them to students. This paper presents the FGPE project, its architecture and main components, as well as the results achieved so far. 2012 ACM Subject Classification Social and professional topics ! Computer science education.

2020

Yet Another Programming Exercises Interoperability Language (Short Paper)

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

Publicação
9th Symposium on Languages, Applications and Technologies, SLATE 2020, July 13-14, 2020, School of Technology, Polytechnic Institute of Cávado and Ave, Portugal (Virtual Conference).

Abstract
This paper introduces Yet Another Programming Exercises Interoperability Language (YAPExIL), a JSON format that aims to: (1) support several kinds of programming exercises behind traditional blank sheet activities; (2) capitalize on expressiveness and interoperability to constitute a strong candidate to standard open programming exercises format. To this end, it builds upon an existing open format named PExIL, by mitigating its weaknesses and extending its support for a handful of exercise types. YAPExIL is published as an open format, independent from any commercial vendor, and supported with dedicated open-source software.

2020

DAOLOT: A Semantic Browser

Autores
Silva, JB; Santos, A; Leal, JP;

Publicação
9th Symposium on Languages, Applications and Technologies, SLATE 2020, July 13-14, 2020, School of Technology, Polytechnic Institute of Cávado and Ave, Portugal (Virtual Conference).

Abstract
The goal of the Semantic Web is to allow the software agents around us and AIs to extract information from the Internet as easily as humans do. This semantic web is a network of connected graphs, where relations between concepts and entities make up a layout that is very easy for machines to navigate. At the moment, there are only a few tools that enable humans to navigate this new layer of the Internet, and those that exist are for the most part very specialized tools that require from the user a lot of pre-existing knowledge about the technologies behind this structure. In this article we report on the development of DAOLOT, a search engine that allows users with no previous knowledge of the semantic web to take full advantage of its information network. This paper presents its design, the algorithm behind it and the results of the validation testing conducted with users. The results of our validation testing show that DAOLOT is useful and intuitive to users, even those without any previous knowledge of the field, and provides curated information from multiple sources instantly about any topic.

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