2016
Authors
de Queirós, RAP;
Publication
Gamification-Based E-Learning Strategies for Computer Programming Education
Abstract
The industry of video games is one of the fastest growing sectors in the worldwide economy. One of the key factors to increase engagement and player retention, was the use of various common game concepts such as leaderboards and achievements. The massive use of this approach and the impressive growth of players led to the concept of gamification as a service, later materialized in Game Backend as a Service (GBaaS). Instead of replicating the implementation of the game features in each version of the game for several platforms, GBaaS adhere to a service oriented architecture providing cross-platform game services that lets you easily integrate popular gaming features such as achievements, leaderboards, remote storage and real-time multiplayer in games. This chapter surveys several GBaaS based on the features they offer and on their openness for the integration with computer programming environments.
2016
Authors
Queirós, R; Simões, A;
Publication
5th Symposium on Languages, Applications and Technologies, SLATE 2016, June 20-21, 2016, Maribor, Slovenia
Abstract
Today we use the Web for almost everything, even to program. There are several specialized code editors gravitating on the Web and emulating most of the features inherited from traditional IDEs, such as, syntax highlight, code folding, autocompletion and even code refactorization. One of the techniques to speed the code development is the use of snippets as predefined code blocks that can be automatically included in the code. Although several Web editors support this functionality, they come with a limited set of snippets, not allowing the contribution of new blocks of code. Even if that would be possible, they would be available only to the code's owner or to the editors' users through a private cloud repository. This paper describes the design and implementation of Sni'per, a RESTful API that allows public access for multi-language programming code-blocks ordered by popularity. Besides being able to access code snippets from other users and score them, we can also contribute with our own snippets creating a global network of shared code. In order to make coding against this API easier, we create a client library that reduces the amount of code required to write and make the code more robust. © Ricardo Queirós and Alberto Simões;licensed under Creative Commons License CC-BY.
2016
Authors
de Queirós, RAP; Pinto, MT;
Publication
Gamification-Based E-Learning Strategies for Computer Programming Education
Abstract
Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.
2016
Authors
Queirós, Ricardo;
Publication
Abstract
O tema do livro é o desenvolvimento de aplicações para Android 6 usando o novo Android Studio e abordando tópicos emergentes como o novo paradigma de desenho Material Design e uma introdução à plataforma Android Wear. O livro aborda os seguintes temas:
- Introdução ao Android e ao Android Studio
- Interface Gráfica e Material Design
- Gestão de Dados, Multimédia e Networking
- Mapas e Localização
- Introdução ao Android Wear
2016
Authors
Dowek, G; Licata, DR; Alves, S;
Publication
LFMTP
Abstract
2016
Authors
Alves, Sandra;
Publication
SIGLOG News
Abstract
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