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About

About

I hold a PhD on Computer Science and 'im an Assistant Professor of Computer Science at the Polytechnic Institute of Porto. I'm also a researcher in the field of e-learning interoperability and programming languages learning at the Center for Research in Advanced Computing Systems (CRACS) research group of INESC TEC Porto. I'm also the author of 5 books regarding Android development and almost 100 scientific publications focused on computer science education.

Interest
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Details

Details

  • Name

    Ricardo Queirós
  • Role

    Senior Researcher
  • Since

    01st January 2012
004
Publications

2025

Osiris: A Multi-Language Transpiler for Educational Purposes

Authors
Marrão, B; Leal, JP; Queirós, R;

Publication
6th International Computer Programming Education Conference, ICPEC 2025, July 10-11, 2025, PORTIC, Polytechnic of Porto, Portugal

Abstract

2025

Designing a Multi-Narrative Gamified Learning Experience

Authors
Bauer, Y; Leal, JP; Queirós, R; Swacha, J; Paiva, JC;

Publication
6th International Computer Programming Education Conference, ICPEC 2025, July 10-11, 2025, PORTIC, Polytechnic of Porto, Portugal

Abstract

2025

6th International Computer Programming Education Conference, ICPEC 2025, July 10-11, 2025, PORTIC, Polytechnic of Porto, Portugal

Authors
Queirós, R; Pinto, M; Portela, F; Simões, A;

Publication
ICPEC

Abstract

2025

AI in Educational Digital Escape Rooms: State of the Art and Perspectives

Authors
Swacha, J; Muszynska, K; Fernández, JMF; Arkün Kocadere, S; Queirós, RAP; Damasevicius, R; Maskeliunas, R;

Publication
Communications in Computer and Information Science

Abstract
Artificial Intelligence (AI), in particular Generative Artificial Intelligence (GenAI), is a quickly developing field capable of revolutionizing educational digital escape rooms. Traditionally reliant on static content, these immersive environments have faced limitations in adaptability, replayability, and personalization. However, recent advancements in AI and GenAI enable dynamic puzzle generation, adaptive storytelling, and AI-driven non-player characters (NPCs) with agentic AI, allowing for highly responsive and personalized experiences. This paper reviews the state-of-the-art in integrating AI (with the focus on GenAI) into educational digital escape rooms, integrating interdisciplinary insights from cognitive science, game design, and machine learning, and showing how AI can improve engagement, scalability, and content diversity, but also indicates challenges related to ethical AI use, bias in algorithmic decision-making, and the need for robust evaluation frameworks to assess player satisfaction and learning outcomes. © 2025 Elsevier B.V., All rights reserved.

2025

FGPE - An Evolving Framework for Gamified Programming Learning

Authors
Queirós, R; Swacha, J; Damasevicius, R; Maskeliunas, R;

Publication
ADVANCED RESEARCH IN TECHNOLOGIES, INFORMATION, INNOVATION AND SUSTAINABILITY, ARTIIS 2024 INTERNATIONAL WORKSHOPS, PT I

Abstract
This paper presents an overview of the FGPE (Framework for Gamified Programming Education), a set of three Erasmus+ projects aimed at providing a framework for applying gamification to programming education. The overview will encompass all three phases of the framework development, emphasizing the gamification elements embedded in the design and implementation of the outputs of each phase. These outputs will be presented as a unified narrative, including the gamification framework for programming exercises, a format for defining gamification details for programming exercises and courses, the authoring tool for the gamification layer, a gamification Web service, a tutorial on gamifying programming exercises (guidance material), and a tool that automatically generates gamified programming exercises.