2020
Autores
Pinho, D; Aguiar, A;
Publicação
EuroPLoP '20: European Conference on Pattern Languages of Programs 2020, Virtual Event, Germany, 1-4 July, 2020
Abstract
Communication is crucial in agile contexts due to the need for collaboration and the number of different people involved, ranging from developers to users and business people. This communication should be effective to ensure everyone is on the same page; otherwise it can lead to undesired results such as misunderstanding and loss of productivity. As such, there is a need to ensure good communication in agile contexts. This paper presents a pattern language to tackle this issue, alongside with the patterns of a section of the language. The pattern language aims to provide a set of practices that help with recurrent problems and increase the effectiveness of communication. The patterns presented in this paper (Information Radiators, Co-Located Team, Open Space, Informal Communication Space and Cubes) address the issues related with the physical environment surrounding an agile team. © 2020 ACM.
2020
Autores
Aguiar, A; Pereira, S;
Publicação
STEM in the Technopolis: The Power of STEM Education in Regional Technology Policy
Abstract
In 2015, to reverse a rise in unemployment, a decline in economic growth and the population aging, the Municipality of Fundão designed the Strategic Plan for Innovation. The plan was thought to attract companies and people to Fundão and to encourage families and younger generations already in Fundão to live and work in their home territory. This would be accomplished by attracting investments and new businesses based on new technologies. The strategy had a significant positive impact on the number of jobs created in the city, its economic growth, and attraction of businesses and population. In effect, the municipality started from scratch and built a new ICT industry cluster to transform the economy for a globalized, digital age, addressing needs in the areas of software development, robotics, and technology-based solutions for traditional sectors. The consortium supporting the plan includes governmental organizations, universities, schools, civic associations, businesses, financial institutions, and innovation centers. After four years, Fundão hosts 14 new companies, including four multinationals. Those companies have created over 500 highly qualified jobs. The municipality also has 70 new startups and over 200 privately funded innovative projects. The training of young students on digital technologies, namely on programming, as well as the reskilling of adults, was an essential first step in the plan’s implementation. This success was recognized with an award from the European Community-and it motivated the extension of the initiative into elementary schools, with the goal of covering all students of the municipality. This chapter examines the case within the lens of technopolis development and it includes interview insights from those involved in Fundão’s sustainability plan. © Springer Nature Switzerland AG 2020.
2020
Autores
Fernandes, S; Aguiar, A; Restivo, A;
Publicação
CEUR Workshop Proceedings
Abstract
With the increasing complexity of software systems, software developers would benefit from instant and continuous guidance about the system they are maintaining and evolving. Despite existing several solutions providing feedback and suggesting improvements, many tools require explicit invocation, leading to developers missing improvement opportunities, such as important refactorings, due to lost of train of thought. Therefore, to address these limitations, we propose an approach where developers receive instant and continuous feedback about their software systems. This guidance would include the detection of code smells and the suggestion of refactorings to improve the system, justified by relevant software quality metrics related to the recommendations. This research aims to improve the experience of developing and maintaining software systems by providing a live environment for continuous inspection and refactoring of software systems, that is informative, responsive, and tactically predictive, and thus helping developers to identify and solve quality problems in a quicker and better way.
2020
Autores
Cardoso, P; Morgado, L; Coelho, A;
Publicação
ERCIM NEWS
Abstract
The great ambition of using games as the cornerstone of education is hindered by its associated teaching workload. The BEACONING project developed a framework based on an authoring tool for gamified lesson paths, which has been rolled-out in large scale across Europe. It includes stages for planning game-based educational activities, plus their deployment, monitoring, and assessment.
2020
Autores
Iria, J; Fonseca, N; Cassola, F; Barbosa, A; Soares, F; Coelho, A; Ozdemir, A;
Publicação
ENERGY AND BUILDINGS
Abstract
Office buildings consume a significant amount of energy that can be reduced through behavioral change. Gamification offers the means to influence the energy consumption related to the activities of the office users. This paper presents a new mobile gamification platform to foster the adoption of energy efficient behaviors in office buildings. The gamification platform is a mobile application with multiple types of dashboards, such as (1) an information dashboard to increase the awareness of the users about their energy consumption and footprint, (2) a gaming dashboard to engage users in real-time energy efficiency competitions, (3) a leaderboard to promote peer competition and comparison, and (4) a message dashboard to send tailor-made messages about energy efficiency opportunities. The engagement and gamification strategies embedded in these dashboards exploit economic, environmental, and social motivations to stimulate office users to adopt energy efficient behaviors without compromising their comfort and autonomy levels. The gamification platform was demonstrated in an office building environment. The results suggest electricity savings of 20%. © 2020 Elsevier B.V.
2020
Autores
Limpo, T; Nunes, A; Coelho, A;
Publicação
JOURNAL OF WRITING RESEARCH
Abstract
This article introduces a Special Issue that gathers a collection of effective tools to promote the teaching and learning of writing in school-aged and university students, across varied contexts. The authors present the theoretical rationale and technical specificities of writing tools aimed at enhancing writing processes (e.g., spelling, revising) and/or at providing writers with automated feedback to improve the implementation of those processes. The tools are described in detail, along with empirical data on their effectiveness in improving one or more aspects of writing. All articles conclude by indicating future directions for further developing and evaluating the tools. This Special Issue represents an important contribution to the field of technology-based writing instruction, in a moment in which online teaching and learning tools have shifted from being an instructional asset to a necessity. We hope that in the future the validation of each tool can be expanded by reaching out to different populations and cultural contexts.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.