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Browsing CRACS - Indexed Articles in Journals by Author "6251"
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ItemAutomated Assessment in Computer Science Education: A State-of-the-Art Review( 2022) Álvaro Figueira ; José Paulo Leal ; José Carlos Paiva ; 5088 ; 5125 ; 6251Practical programming competencies are critical to the success in computer science (CS) education and goto-market of fresh graduates. Acquiring the required level of skills is a long journey of discovery, trial and error, and optimization seeking through a broad range of programming activities that learners must perform themselves. It is not reasonable to consider that teachers could evaluate all attempts that the average learner should develop multiplied by the number of students enrolled in a course, much less in a timely, deep, and fair fashion. Unsurprisingly, exploring the formal structure of programs to automate the assessment of certain features has long been a hot topic among CS education practitioners. Assessing a program is considerably more complex than asserting its functional correctness, as the proliferation of tools and techniques in the literature over the past decades indicates. Program efficiency, behavior, and readability, among many other features, assessed either statically or dynamically, are now also relevant for automatic evaluation. The outcome of an evaluation evolved from the primordial Boolean values to information about errors and tips on how to advance, possibly taking into account similar solutions. This work surveys the state of the art in the automated assessment of CS assignments, focusing on the supported types of exercises, security measures adopted, testing techniques used, type of feedback produced, and the information they offer the teacher to understand and optimize learning. A new era of automated assessment, capitalizing on static analysis techniques and containerization, has been identified. Furthermore, this review presents several other findings from the conducted review, discusses the current challenges of the field, and proposes some future research directions.
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ItemAutomated Assessment in Computer Science Education: A State-of-the-Art Review( 2022) Álvaro Figueira ; José Paulo Leal ; José Carlos Paiva ; 5088 ; 5125 ; 6251Practical programming competencies are critical to the success in computer science (CS) education and goto-market of fresh graduates. Acquiring the required level of skills is a long journey of discovery, trial and error, and optimization seeking through a broad range of programming activities that learners must perform themselves. It is not reasonable to consider that teachers could evaluate all attempts that the average learner should develop multiplied by the number of students enrolled in a course, much less in a timely, deep, and fair fashion. Unsurprisingly, exploring the formal structure of programs to automate the assessment of certain features has long been a hot topic among CS education practitioners. Assessing a program is considerably more complex than asserting its functional correctness, as the proliferation of tools and techniques in the literature over the past decades indicates. Program efficiency, behavior, and readability, among many other features, assessed either statically or dynamically, are now also relevant for automatic evaluation. The outcome of an evaluation evolved from the primordial Boolean values to information about errors and tips on how to advance, possibly taking into account similar solutions. This work surveys the state of the art in the automated assessment of CS assignments, focusing on the supported types of exercises, security measures adopted, testing techniques used, type of feedback produced, and the information they offer the teacher to understand and optimize learning. A new era of automated assessment, capitalizing on static analysis techniques and containerization, has been identified. Furthermore, this review presents several other findings from the conducted review, discusses the current challenges of the field, and proposes some future research directions.
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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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ItemGamification of Learning Activities with the Odin service( 2016) José Paulo Leal ; Ricardo Queirós ; José Carlos Paiva ; 5125 ; 5695 ; 6251Existing gamification services have features that preclude their use by e-learning tools. Odin is a gamification service that mimics the API of state-of-theart services without these limitations. This paper presents Odin as a gamification service for learning activities, describes its role in an e-learning system architecture requiring gamification, and details its implementation. The validation of Odin involved the creation of a small e-learning game, integrated in a Learning Management System (LMS) using the Learning Tools Interoperability (LTI) specification. Odin was also integrated in an e-learning tool that provides formative assessment in online and hybrid courses in an adaptive and engaging way.
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ItemGEdIL-Gamified Education Interoperability Language( 2020) José Paulo Leal ; José Carlos Paiva ; Ricardo Queirós ; 5125 ; 6251 ; 5695The 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.
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ItemManaging Gamified Programming Courses with the FGPE Platform( 2022) José Paulo Leal ; José Carlos Paiva ; Ricardo Queirós ; 5125 ; 6251 ; 5695E-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.