Zobrazeno 1 - 10
of 33
pro vyhledávání: '"José Carlos Paiva"'
Publikováno v:
Data in Brief, Vol 46, Iss , Pp 108887- (2023)
Learning how to program is a difficult task. To acquire the required skills, novice programmers must solve a broad range of programming activities, always supported with timely, rich, and accurate feedback. Automated assessment tools play a major rol
Externí odkaz:
https://doaj.org/article/c49e14ef63e7461dbb1736f47afbb3f1
Autor:
Rytis Maskeliūnas, Robertas Damaševičius, Tomas Blažauskas, Jakub Swacha, Ricardo Queirós, José Carlos Paiva
Publikováno v:
Computers, Vol 12, Iss 7, p 144 (2023)
This paper is poised to inform educators, policy makers and software developers about the untapped potential of PWAs in creating engaging, effective, and personalized learning experiences in the field of programming education. We aim to address a sig
Externí odkaz:
https://doaj.org/article/58c3ec4fc2914d7d966b2e3932cca49e
Publikováno v:
Information, Vol 14, Iss 2, p 136 (2023)
As gamification spreads to new areas, new applications are being developed and the interest in evaluating gamified systems continues to grow. To date, however, no one has comprehensively approached this topic: multiple evaluation dimensions and measu
Externí odkaz:
https://doaj.org/article/7c6fdd22ffd8474b97e0227d55766e7e
Publikováno v:
Information, Vol 13, Iss 2, p 45 (2022)
E-learning tools are gaining increasing relevance as facilitators in the task of learning how to program. This is mainly a result of the pandemic situation and consequent lockdown in several countries, which forced distance learning. Instant and rele
Externí odkaz:
https://doaj.org/article/600c68e1ac39448b947d0d73a9140590
Publikováno v:
Information, Vol 11, Iss 11, p 498 (2020)
Loss of motivation is one of the most prominent concerns in programming education as it negatively impacts time dedicated to practice, which is crucial for novice programmers. Of the distinct techniques introduced in the literature to engage students
Externí odkaz:
https://doaj.org/article/cb767a2886c249cca5050070c6acc72e
Autor:
Jakub Swacha, José Carlos Paiva, José Paulo Leal, Ricardo Queirós, Raffaele Montella, Sokol Kosta
Publikováno v:
Information, Vol 11, Iss 6, p 287 (2020)
The paper introduces Gamified Education Interoperability Language (GEdIL), designed as a means to represent the set of gamification concepts and rules applied to courses and exercises separately from their actual educational content. This way, GEdIL
Externí odkaz:
https://doaj.org/article/e835cdea96464ff0b69c5bd4aecae084
Publikováno v:
ACM Transactions on Computing Education. 22:1-40
Practical programming competencies are critical to the success in computer science (CS) education and go-to-market of fresh graduates. Acquiring the required level of skills is a long journey of discovery, trial and error, and optimization seeking th
Publikováno v:
Learning Technologies and Systems ISBN: 9783031330223
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::80aea4f4062faef14a0b7ef19df9a2ab
https://doi.org/10.1007/978-3-031-33023-0_11
https://doi.org/10.1007/978-3-031-33023-0_11
Publikováno v:
Electronics; Volume 12; Issue 10; Pages: 2254
Learning to program requires diligent practice and creates room for discovery, trial and error, debugging, and concept mapping. Learners must walk this long road themselves, supported by appropriate and timely feedback. Providing such feedback in pro
Publikováno v:
Data in Brief. 46:108887