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Sobre

Sobre

Doutorei-me em Ciências de Compu-tadores pela Faculdade de Ciências da Universidade do Porto (FCUP). Exerço a minha atividade como docente na Escola Superior de Media Artes e Design (ESMAD), onde sou responsável por disciplinas na área da Programação de Computadores, focada para os ambientes Web e Mobile. Paralelamente, desenvolvo atividade científica na área de Interoperabilidade entre Sistemas de E-learning e Gamificação. Sou autor de vários livros relacionados com computação móvel e de várias publicações científicas. Sou membro efetivo do Center for Research in Advanced Computing Systems (CRACS), uma unidade de investigação do laboratório Associado INESC TEC. 

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Ricardo Queirós
  • Cargo

    Investigador Sénior
  • Desde

    01 janeiro 2012
004
Publicações

2025

Osiris: A Multi-Language Transpiler for Educational Purposes

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

Publicação
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

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

Publicação
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

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

Publicação
ICPEC

Abstract

2025

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

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

Publicação
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

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

Publicação
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.