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Details

  • Name

    José Carlos Paiva
  • Cluster

    Computer Science
  • Role

    Research Assistant
  • Since

    01st August 2014
001
Publications

2023

PROGpedia: Collection of Source-Code Submitted to Introductory Programming Assignments

Authors
Paiva, JC; Leal, JP; Figueira, A;

Publication
DATA IN BRIEF

Abstract

2023

GATUGU: Six Perspectives of Evaluation of Gamified Systems

Authors
Swacha, J; Queiros, R; Paiva, JC;

Publication
INFORMATION

Abstract
As gamification spreads to new areas, new applications are being developed and the interest in evaluating gamified systems continues to grow. To date, however, no one has comprehensively approached this topic: multiple evaluation dimensions and measures have been proposed and applied without any effort to organize them into a full gamut of tools for the multi-dimensional evaluation of gamified systems. This paper addresses this gap by proposing GATUGU, a set of six perspectives of evaluation of gamified systems: General effects of gamification, Area-specific effects of gamification, Technical quality of gamified systems, Use of gamified systems, Gamefulness of gamified systems, and User experience of gamified systems. For each perspective, GATUGU indicates the relevant dimensions of evaluation, and, for each dimension, one measure is suggested. GATUGU does not introduce any new measurement tools but merely recommends one of the available tools for each dimension, considering their popularity and ease of use. GATUGU can guide researchers in selecting gamification system evaluation perspectives and dimensions and in finding adequate measurement tools. Thanks to conforming to GATUGU, the published gamification system evaluation results will become easier to compare and to perform various kinds of meta-analyses on them.

2022

Managing Gamified Programming Courses with the FGPE Platform

Authors
Paiva, JC; Queiros, R; Leal, JP; Swacha, J; Miernik, F;

Publication
INFORMATION

Abstract
E-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.

2022

Automated Assessment in Computer Science Education: A State-of-the-Art Review

Authors
Paiva, JC; Leal, JP; Figueira, A;

Publication
ACM TRANSACTIONS ON COMPUTING EDUCATION

Abstract
Practical programming competencies are critical to the success in computer science education and go-to-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, deeply, and fairly 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, 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.

2021

FGPE Gamification Service: A GraphQL Service to Gamify Online Education

Authors
Paiva, JC; Haraszczuk, A; Queirós, R; Leal, JP; Swacha, J; Kosta, S;

Publication
Trends and Applications in Information Systems and Technologies - Volume 4, WorldCIST 2021, Terceira Island, Azores, Portugal, 30 March - 2 April, 2021.

Abstract
Keeping 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.