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Publicações

Publicações por José Carlos Paiva

2016

Design and implementation of an IDE for learning programming languages using a gamification service

Autores
Paiva, JC; Leal, JP; de Queirós, RAP;

Publicação
Gamification-Based E-Learning Strategies for Computer Programming Education

Abstract
This chapter presents the architecture and design of enki, an Integrated Development Environment (IDE) for learning programming languages on massive open online courses (moocs). this environment can be used as a tool by a learning management system (lms) and a typical lms such as moodle can launch it using the learning tool interoperability (lti) api. student authentication tokens are passed via lti, thus integrating enki in the single sign-on domain of the academic institution. the proposed tool has a web user interface similar to those of reference ides, where the learner has access to different integrated tools, from viewing tutorial videos, to solving programming exercises that are automatically evaluated. enki uses several gamification strategies to engage learners, including generic gamifications services provided by odin and the sequencing of educational resources. the course content (videos, pdfs, programming exercises) is progressively disclosed to the learner as he successfully completes exercises. this is similar to what happens in a game, where new levels are unlocked as the previous are completed, thus contributing to the sense of achievement.

2016

Enki: A Pedagogical Services Aggregator for Learning Programming Languages

Autores
Paiva, JoseCarlos; Leal, JosePaulo; Queirós, RicardoAlexandrePeixoto;

Publicação
Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2016, Arequipa, Peru, July 9-13, 2016

Abstract
This paper presents Enki, a web-based IDE that integrates several pedagogical tools designed to engage students in learning programming languages. Enki achieves this goal (1) by sequencing educational resources, either expository or evaluative, (2) by using gamification services to entice students to solve activities, (3) by promoting social interaction and (4) by helping students with activities, providing feedback on submitted solutions. The paper describes Enki, its concept and architecture, details its design and implementation, and covers also its validation.

2016

Eshu: An Extensible Web Editor for Diagrammatic Languages

Autores
Leal, JP; Correia, H; Paiva, JC;

Publicação
5th Symposium on Languages, Applications and Technologies, SLATE 2016, June 20-21, 2016, Maribor, Slovenia

Abstract
The corner stone of a language development environment is an editor. For programming languages, several code editors are readily available to be integrated in Web applications. However, only few editors exist for diagrammatic languages. Eshu is an extensible diagram editor, embeddable in Web applications that require diagram interaction, such as modeling tools or e-learning environments. Eshu is a JavaScript library with an API that supports its integration with other components, including importing/exporting diagrams in JSON. Eshu was already integrated in a pedagogical environment with automated diagram assessment, configured for extended entityrelationship diagrams, that served as basis for an usability evaluation. © José Paulo Leal, Helder Correia, and José Carlos Paiva;licensed under Creative Commons License CC-BY.

2016

Gamification of Learning Activities with the Odin service

Autores
Paiva, JC; Leal, JP; Queiros, R;

Publicação
COMPUTER SCIENCE AND INFORMATION SYSTEMS

Abstract
Existing gamification services have features that preclude their use by e-learning tools. Odin is a gamification service that mimics the API of state-of-theart services without these limitations. This paper presents Odin as a gamification service for learning activities, describes its role in an e-learning system architecture requiring gamification, and details its implementation. The validation of Odin involved the creation of a small e-learning game, integrated in a Learning Management System (LMS) using the Learning Tools Interoperability (LTI) specification. Odin was also integrated in an e-learning tool that provides formative assessment in online and hybrid courses in an adaptive and engaging way.

2016

Integrating Rich Learning Applications in LMS

Autores
Queiros, R; Leal, JP; Paiva, JC;

Publicação
STATE-OF-THE-ART AND FUTURE DIRECTIONS OF SMART LEARNING

Abstract
Currently, a learning management system (LMS) plays a central role in any e-learning environment. These environments include systems to handle the pedagogic aspects of the teaching-learning process (e.g. specialized tutors, simulation games) and the academic aspects (e.g. academic management systems). Thus, the potential for interoperability is an important, although over looked, aspect of an LMS. In this paper, we make a comparative study of the interoperability level of the most relevant LMS. We start by defining an application and a specification model. For the application model, we create a basic application that acts as a tool provider for LMS integration. The specification model acts as the API that the LMS should implement to communicate with the tool provider. Based on researches, we select the Learning Tools Interoperability (LTI) from IMS. Finally, we compare the LMS interoperability level defined as the effort made to integrate the application on the study LMS.

2016

Learning Computer Science Languages in Enki

Autores
Paiva, JC; Leal, JP; Queirós, RAP;

Publicação
Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2016, Arequipa, Peru, July 9-13, 2016

Abstract
This paper presents an overview and main features of Enki, a web-based learning environment for computer science languages. Enki was designed to be a sort of entry level IDE, aggregating tools for navigating and viewing course materials, for solving exercises and receiving automated feedback, as well as promoting the learning process. Enki uses services from several other systems, namely for content sequencing and recommendation, exercise assessment, and gamification.

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