2021
Autores
Rocha, R; Formisano, A; Liu, YA; Areias, M; Angelopoulos, N; Bogaerts, B; Dodaro, C; Alviano, M; Brik, A; Vennekens, J; Pozzato, GL; Zhou, NF; Dahl, V; Fodor, P;
Publicação
Electronic Proceedings in Theoretical Computer Science, EPTCS
Abstract
2021
Autores
Queirós, R; Pinto, M; Simões, A; Portela, F; Pereira, MJ;
Publicação
SLATE
Abstract
2021
Autores
Simões, A; Queirós, R;
Publicação
Second International Computer Programming Education Conference, ICPEC 2021, May 27-28, 2021, University of Minho, Braga, Portugal.
Abstract
This article documents some experiments on teaching a class on a Master Degree Program using a different perspective on gamification. Instead of winning badges or getting achievements, students earn classification points. This allows them to work as hard as they are willing, having in mind their current classification and how far they can reach. In the specific experiment being reported, students can earn final grade points with pull requests to a shared class project. The article describes the details of the experiment, extrapolates on different ideas for implementing this in other classes, and concludes with the pros and cons of such approach for student evaluation. © Alberto Simões and Ricardo Queirós; licensed under Creative Commons License CC-BY 4.0 Second International Computer Programming Education Conference (ICPEC 2021).
2021
Autores
Henriques, PR; Portela, F; Queirós, R; Simões, A;
Publicação
ICPEC
Abstract
2021
Autores
Queirós, R; Pinto, M; Terroso, T;
Publicação
Second International Computer Programming Education Conference, ICPEC 2021, May 27-28, 2021, University of Minho, Braga, Portugal.
Abstract
Learning computer programming is a complex activity and requires a lot of practice. The viral pandemic that we are facing has intensified these difficulties. In this context, programming learning platforms play a crucial role. Most of them are characterized by providing a wide range of exercises with progressive complexity, multi-language support, sophisticated interfaces and automatic evaluation and gamification services. Nevertheless, despite the various features provided, others features, which influence user experience, are not emphasized, such as performance and usability. This article presents an user experience evaluation of the LearnJS playground, a JavaScript learning platform which aims to foster the practice of coding. The evaluation highlights two facets of the code playground: performance and a usability. In the former, lab and field data were collected based on Google Lighthouse and PageSpeed Insights reports. In the later, an inquiry was distributed among students from a Web Technologies course with a set of questions based on flexibility, usability and consistency heuristics. Both evaluation studies have a twofold goal: to improve the learning environment in order to be officially used in the next school year and to foster the awareness of user experience in all phases of the software development life-cycle as a key facet in Web applications engagement and loyalty. © Ricardo Queirós, Mário Pinto, and Teresa Terroso; licensed under Creative Commons License CC-BY 4.0 Second International Computer Programming Education Conference (ICPEC 2021).
2021
Autores
Alves, S; Wassermann, R;
Publicação
Math. Struct. Comput. Sci.
Abstract
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