2023
Authors
Paiva, JC; Queirós, R; Gasiba, T;
Publication
4th International Computer Programming Education Conference, ICPEC 2023, June 26-28, 2023, Vila do Conde, Portugal
Abstract
Malicious actors can cause severe damage by exploiting software vulnerabilities. In industrial settings, where critical infrastructures rely on software, handling these vulnerabilities with utmost care is crucial to prevent catastrophic consequences. For this purpose, a cybersecurity awareness platform called Sifu was created. This platform automatically assesses challenges to verify its compliance to secure coding guidelines. Using an artificial intelligence method, an interactive component provides players with solution-guiding hints. This paper presents an improved version of the Sifu platform, which evolves the tool in the following aspects: architecture, data model and user interface. The new platform separates the server and client-side using a REST API architecture. It also accommodates an intrinsic and richer layer of gamification, which explores the concept of game rooms at an organizational and gamification level. Finally, it offers an improved interactive training experience for individuals and organizations through a responsive and intuitive single-page web application. © José Carlos Paiva, Ricardo Queirós, and Tiago Gasiba; licensed under Creative Commons License CC-BY 4.0.
2023
Authors
de Queirós, RAP; Teixeira Pinto, MP;
Publication
ICPEC
Abstract
2023
Authors
de Queiros, RAP; Cruz, M; Pinto, C; Mascarenhas, D;
Publication
Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education: Trends, Tools, and Applications
Abstract
In this chapter, we describe the design and implementation of a Pedagogical Innovation Center (PIC) at the Polytechnic of Porto. The COVID-19 pandemic disrupted our day to day lives, our businesses, the world trade and movements. Education was not spared. In fact, it was one of the sectors most heavily affected by COVID-19 pandemic. Teachers were forced, from night to day, to adjust a purely face-to-face teaching style, to a 100\% online set. This is known as emergency remote teaching. Several difficulties have arisen both for teachers and students. The first had to structure all their teaching materials from scratch, had to design and apply new assessment methods, and struggled to get their students' motivation. On their side, the students lacked engagement, social interaction with peers and teachers, the ability to have a more autonomous learning style. © 2023, IGI Global. All rights reserved.
2023
Authors
Queirós, R; Pinto, CMA; Cruz, M; Mascarenhas, D;
Publication
4th International Computer Programming Education Conference, ICPEC 2023, June 26-28, 2023, Vila do Conde, Portugal
Abstract
This paper presents a study on the use of gamified educational escape rooms to foster the teaching-learning process of computer programming, based on an user type taxonomy. The ultimate goal of this work is to identify and validate the most suitable gamification elements and mechanics for each user profile, providing case studies that illustrate their implementation. The main contribution of this work is to guide the design process of educational escape rooms in any domain, by considering the needs, preferences, and motivations of different user types. © Ricardo Queirós, Carla Pinto, Mário Cruz, and Daniela Mascarenhas;
2023
Authors
Costa, LM; Leal, JP; Queirós, R;
Publication
4th International Computer Programming Education Conference, ICPEC 2023, June 26-28, 2023, Vila do Conde, Portugal
Abstract
Web programming education is an important component of modern computer science curricula. Assessing students’ web programming skills can be time-consuming and challenging for educators. This paper introduces Webpal, an automated assessment tool for web programming exercises in entry-level courses. Webpal evaluates web applications coded in HTML, CSS, and Javascript, and provides feedback to students. This tool integrates with Virtual Learning Environments (VLEs) through an API, allowing the creation, storage, and access to exercises while assessing student attempts based on the created exercises. The evaluation process comprises various subcomponents: static assessment, interface matching, functional testing, and feedback management. This approach aims to provide feedback that helps students overcome their challenges in web programming assignments. This paper also presents a demo showcasing the tool’s features and functionality in a simulated VLE environment. © Luís Maia Costa, José Paulo Leal, and Ricardo Queirós; licensed under Creative Commons License CC-BY 4.0.
2023
Authors
Bauer, Y; Leal, JP; Queirós, R;
Publication
4th International Computer Programming Education Conference, ICPEC 2023, June 26-28, 2023, Vila do Conde, Portugal
Abstract
The paper discusses an ongoing project that aims to enhance the UX of teachers while using e-learning systems. Specifically, the project focuses on developing the teacher’s user interface (UI) for Agni, a web-based code playground for learning JavaScript. The goal is to design an intuitive UI with valuable features that will encourage more teachers to use the system. To achieve this goal, the paper explores the use of a headless Content Management System (CMS) called Strapi. The primary research question the paper seeks to answer is whether a headless CMS, specifically Strapi, can provide a good UX to teachers. A usability evaluation of the built-in Strapi UI for content creation and management reveals it to be generally consistent and user-friendly but challenging and unintuitive to create courses with programming exercises. As a result, the decision was made to develop a new teacher’s UI based on the existing Agni UI for students in an editable version. Once the development is complete, a new usability evaluation of the fully developed teacher’s UI will be conducted with the Strapi UI evaluation as a baseline for comparison. © Yannik Bauer, José Paulo Leal, and Ricardo Queirós; licensed under Creative Commons License CC-BY 4.0.
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