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This service develops its activity in the areas of programming languages, parallel and distributed computing, data mining, intelligent systems and software architecture, with emphasis on solving concrete problems in areas of multidisciplinary collaboration, such as Biology, Medicine and Chemistry.
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Browsing CRACS by Author "5695"
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ItemAuthoring Game-Based Programming Challenges to Improve Students’ Motivation( 2020) José Paulo Leal ; José Carlos Paiva ; Ricardo Queirós ; 5125 ; 6251 ; 5695One of the great challenges in programming education is to keep students motivated while working on their programming assignments. Of the techniques proposed in the literature to engage students, gamification is arguably the most widely spread and effective method. Nevertheless, gamification is not a panacea and can be harmful to students. Challenges comprising intrinsic motivators of games, such as graphical feedback and game-thinking, are more prone to have longterm positive effects on students, but those are typically complex to create or adapt to slightly distinct contexts. This paper presents Asura, a game-based programming assessment environment providing means to minimize the hurdle of building game challenges. These challenges invite the student to code a Software Agent to solve a certain problem, in a way that can defeat every opponent. Moreover, the experiment conducted to assess the difficulty of authoring Asura challenges is described. © 2020, Springer Nature Switzerland AG.
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ItemBabeLO-An Extensible Converter of Programming Exercises Formats( 2013) Ricardo Queirós ; José Paulo Leal ; 5695 ; 5125In the last two decades, there was a proliferation of programming exercise formats that hinders interoperability in automatic assessment. In the lack of a widely accepted standard, a pragmatic solution is to convert content among the existing formats. BabeLO is a programming exercise converter providing services to a network of heterogeneous e-learning systems such as contest management systems, programming exercise authoring tools, evaluation engines and repositories of learning objects. Its main feature is the use of a pivotal format to achieve greater extensibility. This approach simplifies the extension to other formats, just requiring the conversion to and from the pivotal format. This paper starts with an analysis of programming exercise formats representative of the existing diversity. This analysis sets the context for the proposed approach to exercise conversion and to the description of the pivotal data format. The abstract service definition is the basis for the design of BabeLO, its components and web service interface. This paper includes a report on the use of BabeLO in two concrete scenarios: to relocate exercises to a different repository, and to use an evaluation engine in a network of heterogeneous systems.
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ItemComputing Semantic Relatedness using DBPedia( 2012) José Paulo Leal ; Ricardo Queirós ; 5125 ; 5695Extracting the semantic relatedness of terms is an important topic in several areas, including data mining, information retrieval and web recommendation. This paper presents an approach for computing the semantic relatedness of terms using the knowledge base of DBpedia - a community effort to extract structured information from Wikipedia. Several approaches to extract semantic relatedness from Wikipedia using bag-of-words vector models are already available in the literature. The research presented in this paper explores a novel approach using paths on an ontological graph extracted from DBpedia. It is based on an algorithm for finding and weighting a collection of paths connecting concept nodes. This algorithm was implemented on a tool called Shakti that extract relevant ontological data for a given domain from DBpedia using its SPARQL endpoint. To validate the proposed approach Shakti was used to recommend web pages on a Portuguese social site related to alternative music and the results of that experiment are reported in this paper.
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ItemcrimsonHex: a learning objects repository for programming exercises( 2013) José Paulo Leal ; Ricardo Queirós ; 5125 ; 5695A repository of learning objects is a system that stores electronic resources in a technology-mediated learning process. The need for this kind of repository is growing as more educators become eager to use digital educational contents and more of it becomes available. The sharing and use of these resources relies on the use of content and communication standards as a means to describe and exchange educational resources, commonly known as learning objects. This paper presents the design and implementation of a service-oriented repository of learning objects called crimsonHex. This repository supports new definitions of learning objects for specialized domains and we illustrate this feature with the definition of programming exercises as learning objects and its validation by the repository. The repository is also fully compliant with existing communication standards and we propose extensions by adding new functions, formalizing message interchange and providing a REST interface. To validate the interoperability features of the repository, we developed a repository plug-in for Moodle that is expected to be included in the next release of this popular learning management system. Copyright (c) 2012 John Wiley & Sons, Ltd.
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ItemCrimsonHex: A Service Oriented Repository of Specialised Learning Objects( 2009) Ricardo Queirós ; José Paulo Leal ; 5695 ; 5125The corner stone of the interoperability of eLearning systems is the standard definition of learning objects. Nevertheless, for some domains this standard is insufficient to fully describe all the assets, especially when they are used as input for other eLearning services. On the other hand, a standard definition of learning objects in not enough to ensure interoperability among eLearning systems; they must also use a standard API to exchange learning objects. This paper presents the design and implementation of a service oriented repository of learning objects called crimsonHex. This repository is fully compliant with the existing interoperability standards and supports new definitions of learning objects for specialized domains. We illustrate this feature with the definition of programming problems as learning objects and its validation by the repository. This repository is also prepared to store usage data on learning objects to tailor the presentation order and adapt it to learner profiles.
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ItemCrimsonHex: A Service Oriented Repository of Specialised Learning Objects( 2009) Ricardo Queirós ; José Paulo Leal ; 5695 ; 5125The corner stone of the interoperability of eLearning systems is the standard definition of learning objects. Nevertheless, for some domains this standard is insufficient to fully describe all the assets, especially when they are used as input for other eLearning services. On the other hand, a standard definition of learning objects in not enough to ensure interoperability among eLearning systems; they must also use a standard API to exchange learning objects. This paper presents the design and implementation of a service oriented repository of learning objects called crimsonHex. This repository is fully compliant with the existing interoperability standards and supports new definitions of learning objects for specialized domains. We illustrate this feature with the definition of programming problems as learning objects and its validation by the repository. This repository is also prepared to store usage data on learning objects to tailor the presentation order and adapt it to learner profiles.
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ItemDefining programming problems as learning objects( 2009) Ricardo Queirós ; José Paulo Leal ; 5695 ; 5125Standards for learning objects focus primarily on content presentation. They were already extended to support automatic evaluation but it is limited to exercises with a predefined set of answers. The existing standards lack the metadata required by specialized evaluators to handle types of exercises with an indefinite set of solutions. To address this issue existing learning object standards were extended to the particular requirements of a specialized domain. A definition of programming problems as learning objects, compatible both with Learning Management Systems and with systems performing automatic evaluation of programs, is presented in this paper. The proposed definition includes metadata that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the evaluation engine; and the roles of different assets - tests cases, program solutions, etc. The EduJudge project and its main services are also presented as a case study on the use of the proposed definition of programming problems as learning objects.
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ItemDefining programming problems as learning objects( 2009) Ricardo Queirós ; José Paulo Leal ; 5695 ; 5125Standards for learning objects focus primarily on content presentation. They were already extended to support automatic evaluation but it is limited to exercises with a predefined set of answers. The existing standards lack the metadata required by specialized evaluators to handle types of exercises with an indefinite set of solutions. To address this issue existing learning object standards were extended to the particular requirements of a specialized domain. A definition of programming problems as learning objects, compatible both with Learning Management Systems and with systems performing automatic evaluation of programs, is presented in this paper. The proposed definition includes metadata that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the evaluation engine; and the roles of different assets - tests cases, program solutions, etc. The EduJudge project and its main services are also presented as a case study on the use of the proposed definition of programming problems as learning objects.
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ItemDefining Requirements for a Gamified Programming Exercises Format( 2019) José Carlos Paiva ; Ricardo Queirós ; José Paulo Leal ; 6251 ; 5695 ; 5125Computer programming is a complex domain both to teach and learn. This incited endeavors to find methods that could mitigate at least some of the existing barriers. In the last years, automatic assessment has been playing an important role in reducing the burden of teachers in the assessment of students' attempts to solve programming exercises and fostering the autonomy of students by allowing them to practice in any place and at any time with timely feedback. Even more recent development is the use of gamification in computer programming education in order to raise the enjoyment and engagement of students. Despite its rising spread, until now, there is not a programming exercise specification format addressing the needs of gamification, such as the definition of challenges, the underlying storyline, including the links to other exercises, or the rewards for solving challenges in form of points, badges or virtual items. Such a data format would allow the exchange of ready-to-use programming exercises along with the gamification-related data among different educational institutions and courses, providing instructors a possibility to make use of gamification in their courses without having to invest their own time in defining gamification rules themselves. In this paper, we analyze a set of concepts related to programming gamification developed in our previous work to identify the requirements for the specification of a gamified exercise format. (C) 2019 The Authors. Published by Elsevier B.V.
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ItemDesign of an extensible metadata editor based on RDF( 2010) José Paulo Leal ; Ricardo Queirós ; 5125 ; 5695The content of a Learning Object is frequently characterized by metadata from several standards, such as LOM, SCORM and QTI. Specialized domains require new application profiles that further complicate the task of editing the metadata of learning object since their data models are not supported by existing authoring tools. To cope with this problem we designed a metadata editor supporting multiple metadata languages, each with its own data model. It is assumed that the supported languages have an XML binding and we use RDF to create a common metadata representation, independent from the syntax of each metadata languages. The combined data model supported by the editor is defined as an ontology. Thus, the process of extending the editor to support a new metadata language is twofold: firstly, the conversion from the XML binding of the metadata language to RDF and vice-versa; secondly, the extension of the ontology to cover the new metadata model. In this paper we describe the general architecture of the editor, we explain how a typical metadata language for learning objects is represented as an ontology, and how this formalization captures all the data required to generate the graphical user interface of the editor.
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ItemDesigning a user interface for repositories of learning objects( 2009) José Paulo Leal ; Ricardo Queirós ; 5125 ; 5695This paper presents the design of a user interface for repositories of learning objects. It integrates several tasks, such as submission, browse, search, and comment/review of learning objects, on a single screen layout. This design is being implemented on the web front-end of crimsonHex, a repository of specialized learning objects, developed as part of the EduJudge, a European project that aims to bring automatic evaluation of programming problems to e-Learning systems. © 2009 IADIS.
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ItemA distributed system for learning programming on-line( 2012) José Paulo Leal ; Ricardo Queirós ; 5125 ; 5695Several Web-based on-line judges or on-line programming trainers have been developed in order to allow students to train their programming skills. However, their pedagogical functionalities in the learning of programming have not been clearly defined. EduJudge is a project which aims to integrate the "UVA On-line Judge", an existing on-line programming trainer with an important number of problems and users, into an effective educational environment consisting of the e-learning platform Moodie and the competitive learning tool QUESTOURnament. The result is the EduJudge system which allows teachers to apply different pedagogical approaches using a proven e-learning platform, makes problems easy to search through an effective search engine, and provides an automated evaluation of the solutions submitted to these problems. The final objective is to provide new learning strategies to motivate students and present programming as an easy and attractive challenge. EduJudge has been tried and tested in three algorithms and programming courses in three different Engineering degrees. The students' motivation and satisfaction levels were analysed alongside the effects of the EduJudge system on students' academic outcomes. Results indicate that both students and teachers found that among other multiple benefits the EduJudge system facilitates the learning process. Furthermore, the experiment also showed an improvement in students' academic outcomes. It must be noted that the students' level of satisfaction did not depend on their computer skills or their gender.
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ItemELEARNING FRAMEWORKS: A SURVEY( 2010) Ricardo Queirós ; José Paulo Leal ; 5695 ; 5125In recent years the concept of eLearning Framework emerged associated with several initiatives promoted by educational organizations. These initiatives share a common goal: to create flexible learning environments by integrating heterogeneous systems already available in many educational institutions. The paper provides an introductory survey on eLearning Frameworks. It gathers information on these initiatives categorizes them and compares their features regarding a set of predefined criteria such as: architecture, business model, primary user groups, technical implementations, adopted standards, maturity and future development.
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ItemEnki: A Pedagogical Services Aggregator for Learning Programming Languages( 2016) José Paulo Leal ; Ricardo Queirós ; José Carlos Paiva ; 5125 ; 5695 ; 6251This paper presents Enki, a web-based IDE that integrates several pedagogical tools designed to engage students in learning programming languages. Enki achieves this goal (1) by sequencing educational resources, either expository or evaluative, (2) by using gamification services to entice students to solve activities, (3) by promoting social interaction and (4) by helping students with activities, providing feedback on submitted solutions. The paper describes Enki, its concept and architecture, details its design and implementation, and covers also its validation.
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ItemEnsemble - an E-Learning Framework( 2013) Ricardo Queirós ; José Paulo Leal ; 5695 ; 5125E-Learning frameworks are conceptual tools to organize networks of e-learning services. Most frameworks cover areas that go beyond the scope of e-learning, from course to financial management, and neglects the typical activities in everyday life of teachers and students at schools such as the creation, delivery, resolution and evaluation of assignments. This paper presents the Ensemble framework - an e-learning framework exclusively focused on the teaching-learning process through the coordination of pedagogical services. The framework presents an abstract data, integration and evaluation model based on content and communications specifications. These specifications must base the implementation of networks in specialized domains with complex evaluations. In this paper we specialize the framework for two domains with complex evaluation: computer programming and computer-aided design (CAD). For each domain we highlight two Ensemble hotspots: data and evaluations procedures. In the former we formally describe the exercise and present possible extensions. In the latter, we describe the automatic evaluation procedures.
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ItemAn Example-Based Generator of XSLT Programs( 2013) José Paulo Leal ; Ricardo Queirós ; 5125 ; 5695XSLT is a powerful and widely used language for transforming XML documents. However, its power and complexity can be overwhelming for novice or infrequent users, many of whom simply give up on using this language. On the other hand, many XSLT programs of practical use are simple enough to be automatically inferred from examples of source and target documents. An inferred XSLT program is seldom adequate for production usage but can be used as a skeleton of the final program, or at least as scaffolding in the process of coding it. It should be noted that the authors do not claim that XSLT programs, in general, can be inferred from examples. The aim of Vishnu-the XSLT generator engine described in this chapter-is to produce XSLT programs for processing documents similar to the given examples and with enough readability to be easily understood by a programmer not familiar with the language. The architecture of Vishnu is composed by a graphical editor and a programming engine. In this chapter, the authors focus on the editor as a GWT Web application where the programmer loads and edits document examples and pairs their content using graphical primitives. The programming engine receives the data collected by the editor and produces an XSLT program. Copyright (C) 2013, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
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ItemFGPE AuthorKit - A Tool for Authoring Gamified Programming Educational Content( 2020) José Paulo Leal ; José Carlos Paiva ; Ricardo Queirós ; 5125 ; 6251 ; 5695We 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.
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ItemFGPE Gamification Service: A GraphQL Service to Gamify Online Education( 2021) José Paulo Leal ; José Carlos Paiva ; Ricardo Queirós ; 5125 ; 6251 ; 5695Keeping students engaged while learning programming is becoming more and more imperative. Of the several proposed techniques, gamification is presumably the most widely studied and has already proven as an effective means to engage students. However, there is a complete lack of public and customizable solutions to gamified programming education that can be reused with personalized rules and learning material. FGPE Gamification Service (FGPE GS) is an open-source GraphQL service that transforms a package containing the gamification layer – adhering to a dedicated open-source language, GEdIL – into a game. The game provides students with a gamified experience leveraging on the automatically-assessable activities referenced by the challenges. This paper presents FGPE GS, its architecture, data model, and validation. © 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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ItemFostering Programming Practice through Games( 2020) José Paulo Leal ; Ricardo Queirós ; José Carlos Paiva ; 5125 ; 5695 ; 6251Loss of motivation is one of the most prominent concerns in programming education as it negatively impacts time dedicated to practice, which is crucial for novice programmers. Of the distinct techniques introduced in the literature to engage students, gamification, is likely the most widely explored and fruitful. Game elements that intrinsically motivate students, such as graphical feedback and game-thinking, reveal more reliable long-term positive effects, but those involve significant development effort. This paper proposes a game-based assessment environment for programming challenges, built on top of a specialized framework, in which students develop a program to control the player, henceforth called Software Agent (SA). During the coding phase, students can resort to the graphical feedback demonstrating how the game unfolds to improve their programs and complete the proposed tasks. This environment also promotes competition through competitive evaluation and tournaments among SAs, optionally organized at the end by the teacher. Moreover, the validation of the effectiveness of Asura in increasing undergraduate students' motivation and, consequently, the practice of programming is reported.
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ItemFostering Students-Driven Learning of Computer Programming with an Ensemble of E-Learning Tools( 2018) José Paulo Leal ; Ricardo Queirós ; 5125 ; 5695Learning through practice is crucial to acquire a complex skill. Nevertheless, learning is only effective if students have at their disposal a wide range of exercises that cover all the course syllabus and if their solutions are promptly evaluated and given the appropriate feedback. Currently the teaching-learning process in complex domains, such as computer programming, is characterized by an extensive curricula and a high enrolment of students. This poses a great workload for faculty and teaching assistants responsible for the creation, delivering and assessment of student exercises. In order to address these issues, we created an e-learning framework - called Ensemble - as a conceptual tool to organize and facilitate technical interoperability among systems and services in domains that use complex evaluation. These domains need a diversity of tools, from the environments where exercises are solved, to automatic evaluators providing feedback on the attempts of students, not forgetting the authoring, management and sequencing of exercises. This paper presents and analyzes the use of Ensemble for managing the teaching-learning process in an introductory programming course at ESEIG - a school of the Polytechnic of Porto. An experiment was conducted to validate a set of hypotheses regarding the expected gains: increase in number of solved exercises, increase class attendance, improve final grades. They support the conclusion that the use of this e-learning framework for the practice-based learning has a positive impact on the acquisition of complex skills, such as computer programming. © Springer International Publishing AG, part of Springer Nature 2018.