20 results on '"Leal, José Paulo"'
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2. Automated Assessment in Computer Science Education: A State-of-the-Art Review
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Paiva, José Carlos, Leal, José Paulo, and Figueira, Álvaro
- Abstract
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 through a broad range of programming activities that learners must perform themselves. It is not reasonable to consider that teachers could evaluate all attempts that the average learner should develop multiplied by the number of students enrolled in a course, much less in a timely, deep, and fair fashion. Unsurprisingly, exploring the formal structure of programs to automate the assessment of certain features has long been a hot topic among CS education practitioners. Assessing a program is considerably more complex than asserting its functional correctness, as the proliferation of tools and techniques in the literature over the past decades indicates. Program efficiency, behavior, and readability, among many other features, assessed either statically or dynamically, are now also relevant for automatic evaluation. The outcome of an evaluation evolved from the primordial Boolean values to information about errors and tips on how to advance, possibly taking into account similar solutions. This work surveys the state of the art in the automated assessment of CS assignments, focusing on the supported types of exercises, security measures adopted, testing techniques used, type of feedback produced, and the information they offer the teacher to understand and optimize learning. A new era of automated assessment, capitalizing on static analysis techniques and containerization, has been identified. Furthermore, this review presents several other findings from the conducted review, discusses the current challenges of the field, and proposes some future research directions.
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- 2022
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3. Learning path personalization and recommendation methods: A survey of the state-of-the-art
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Nabizadeh, Amir Hossein, Leal, José Paulo, Rafsanjani, Hamed N., and Shah, Rajiv Ratn
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- 2020
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4. Defining Requirements for a Gamified Programming Exercises Format
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Swacha, Jakub, Queirós, Ricardo, Paiva, José Carlos, and Leal, José Paulo
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- 2019
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5. Bibliometric Analysis of Automated Assessment in Programming Education: A Deeper Insight into Feedback.
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Paiva, José Carlos, Figueira, Álvaro, and Leal, José Paulo
- Subjects
BIBLIOMETRICS ,ASSESSMENT of education ,CONCEPT mapping ,COMPUTER science ,PSYCHOLOGICAL feedback ,EDUCATIONAL change ,DEBUGGING ,ELECTRONIC publications - Abstract
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 programming exercises is not a humanly feasible task. Therefore, the early and steadily growing interest of computer science educators in the automated assessment of programming exercises is not surprising. The automated assessment of programming assignments has been an active area of research for over a century, and interest in it continues to grow as it adapts to new developments in computer science and the resulting changes in educational requirements. It is therefore of paramount importance to understand the work that has been performed, who has performed it, its evolution over time, the relationships between publications, its hot topics, and open problems, among others. This paper presents a bibliometric study of the field, with a particular focus on the issue of automatic feedback generation, using literature data from the Web of Science Core Collection. It includes a descriptive analysis using various bibliometric measures and data visualizations on authors, affiliations, citations, and topics. In addition, we performed a complementary analysis focusing only on the subset of publications on the specific topic of automatic feedback generation. The results are highlighted and discussed. [ABSTRACT FROM AUTHOR]
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- 2023
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6. Combining usage and content in an online recommendation system for music in the Long Tail
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Domingues, Marcos Aurélio, Gouyon, Fabien, Jorge, Alípio Mário, Leal, José Paulo, Vinagre, João, Lemos, Luís, and Sordo, Mohamed
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- 2013
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7. EmoSpell, a Morphological and Emotional Word Analyzer.
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Maia, Maria Inês and Leal, José Paulo
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MORPHOLOGY (Grammar) , *LANGUAGE & emotions , *VOCABULARY - Abstract
The analysis of sentiments, emotions, and opinions in texts is increasingly important in the current digital world. The existing lexicons with emotional annotations for the Portuguese language are oriented to polarities, classifying words as positive, negative, or neutral. To identify the emotional load intended by the author, it is necessary to also categorize the emotions expressed by individual words. EmoSpell is an extension of a morphological analyzer with semantic annotations of the emotional value of words. It uses Jspell as the morphological analyzer and a new dictionary with emotional annotations. This dictionary incorporates the lexical base EMOTAIX.PT, which classifies words based on three different levels of emotions--global, specific, and intermediate. This paper describes the generation of the EmoSpell dictionary using three sources: the Jspell Portuguese dictionary and the lexical bases EMOTAIX.PT and SentiLex-PT. Additionally, this paper details the Web application and Web service that exploit this dictionary. It also presents a validation of the proposed approach using a corpus of student texts with different emotional loads. The validation compares the analyses provided by EmoSpell with the mentioned emotional lexical bases on the ability to recognize emotional words and extract the dominant emotion from a text. [ABSTRACT FROM AUTHOR]
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- 2018
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8. Gamification of Learning Activities with the Odin service.
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Paiva, José Carlos, Leal, José Paulo, and Queirós, Ricardo
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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. [ABSTRACT FROM AUTHOR]
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- 2016
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9. Tuning a Semantic Relatedness Algorithm using a Multiscale Approach.
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Leal, José Paulo and Costa, Teresa
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The research presented in this paper builds on previous work that lead to the definition of a family of semantic relatedness algorithms. These algorithms depend on a semantic graph and on a set of weights assigned to each type of arcs in the graph. The current objective of this research is to automatically tune the weights for a given graph in order to increase the proximity quality. The quality of a semantic relatedness method is usually measured against a benchmark data set. The results produced by a method are compared with those on the benchmark using a nonparametric measure of statistical dependence, such as the Spearman's rank correlation coefficient. The presented methodology works the other way round and uses this correlation coefficient to tune the proximity weights. The tuning process is controlled by a genetic algorithm using the Spearman's rank correlation coefficient as fitness function. This algorithm has its own set of parameters which also need to be tuned. Bootstrapping is a statistical method for generating samples that is used in this methodology to enable a large number of repetitions of a genetic algorithm, exploring the results of alternative parameter settings. This approach raises several technical challenges due to its computational complexity. This paper provides details on techniques used to speedup the process. The proposed approach was validated with the WordNet 2.1 and the WordSim-353 data set. Several ranges of parameter values were tested and the obtained results are better than the state of the art methods for computing semantic relatedness using the WordNet 2.1, with the advantage of not requiring any domain knowledge of the semantic graph. [ABSTRACT FROM AUTHOR]
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- 2015
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10. Sequencing Educational Resources with Seqins.
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Queirós, Ricardo, Leal, José Paulo, and Campos, José
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Existing adaptive educational hypermedia systems have been using learning resources sequencing approaches in order to enrich the learning experience. In this context, educational resources, either expository or evaluative, play a central role. However, there is a lack of tools that support sequencing essentially due to the fact that existing specifications are complex. This paper presents Seqins as a sequencing tool of digital educational resources. Seqins includes a simple and flexible sequencing model that will foster heterogeneous students to learn at different rhythms. The tool communicates through the IMS Learning Tools Interoperability specification with a plethora of e-learning systems such as learning management systems, repositories, authoring and automatic evaluation systems. In order to validate Seqins we integrate it in an e-learning Ensemble framework instance for the computer programming learning domain. [ABSTRACT FROM AUTHOR]
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- 2014
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11. Managing experiments on cognitive processes in writing with HandSpy.
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Monteiro, Carlos and Leal, José Paulo
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Experiments on cognitive processes require a detailed analysis of the contribution of many participants. In the case of cognitive processes in writing, these experiments require special software tools to collect gestures performed with a pen or a stylus, and recorded with special hardware. These tools produce different kinds of data files in binary and proprietary formats that need to be managed on a workstation file system for further processing with generic tools, such as spreadsheets and statistical analysis software. The lack of common formats and open repositories hinders the possibility of distributing the workload among researchers within the research group, of re-processing the collected data with software developed by other research groups, and of sharing results with the rest of the cognitive processes research community. This paper describes the development of HandSpy, a collaborative environment for managing experiments in the cognitive processes in writing. This environment was designed to cover all the stages of the experiment, from the definition of tasks to be performed by participants, to the synthesis of results. Collaboration in HandSpy is enabled by a rich web interface. To decouple the environment from existing hardware devices for collecting written production, namely digitizing tablets and smart pens, HandSpy is based on the InkML standard, an XML data format for representing digital ink. This design choice shaped many of the features in HandSpy, such as the use of an XML database for managing application data and the use of XML transformations. XML transformations convert between persistent data representations used for storage and transient data representations required by the widgets on the user interface. Despite being a system independent from a specific collecting device, for the system validation, a framework for data collection was created. This framework has also been highlighted in the paper due to the important role it took in a data collection process, of a scientific project to study the cognitive processes involved in writing. [ABSTRACT FROM AUTHOR]
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- 2013
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12. Using proximity to compute semantic relatedness in RDF graphs.
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Leal, José Paulo
- Abstract
Extracting the semantic relatedness of terms is an important topic in several areas, including data mining, information retrieval and web recommendation. This paper presents an approach for computing the semantic relatedness of terns in RDF graphs based on the notion of proximity. It proposes a formal definition of proximity in terms of the set paths connecting two concept nodes, and an algorithm for finding this set and computing proximity with a given error margin. This algorithm was implemented on a tool called Shakti that extracts relevant ontological data for a given domain from DBpedia - a community effort to extract structured data from the Wikipedia. To validate the proposed approach Shakti was used to recommend web pages on a Portuguese social site related to alternative music and the results of that experiment are also reported. [ABSTRACT FROM AUTHOR]
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- 2013
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13. crimsonHex: a learning objects repository for programming exercises crimsonHex: a learning objects repository for programming exercises.
- Author
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Queirós, Ricardo and Leal, José Paulo
- Subjects
LIBRARY storage centers ,ELECTRONIC information resources ,EDUCATORS ,EDUCATIONAL resources ,USER interfaces ,LEARNING management system ,INTERNETWORKING ,COMPUTER programming - Abstract
SUMMARY A repository of learning objects is a system that stores electronic resources in a technology-mediated learning process. The need for this kind of repository is growing as more educators become eager to use digital educational contents and more of it becomes available. The sharing and use of these resources relies on the use of content and communication standards as a means to describe and exchange educational resources, commonly known as learning objects. This paper presents the design and implementation of a service-oriented repository of learning objects called crimsonHex. This repository supports new definitions of learning objects for specialized domains and we illustrate this feature with the definition of programming exercises as learning objects and its validation by the repository. The repository is also fully compliant with existing communication standards and we propose extensions by adding new functions, formalizing message interchange and providing a REST interface. To validate the interoperability features of the repository, we developed a repository plug-in for Moodle that is expected to be included in the next release of this popular learning management system. Copyright © 2012 John Wiley & Sons, Ltd. [ABSTRACT FROM AUTHOR]
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- 2013
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14. BabeLO—An Extensible Converter of Programming Exercises Formats.
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Queirós, Ricardo and Leal, José Paulo
- Abstract
In the last two decades, there was a proliferation of programming exercise formats that hinders interoperability in automatic assessment. In the lack of a widely accepted standard, a pragmatic solution is to convert content among the existing formats. BabeLO is a programming exercise converter providing services to a network of heterogeneous e-learning systems such as contest management systems, programming exercise authoring tools, evaluation engines and repositories of learning objects. Its main feature is the use of a pivotal format to achieve greater extensibility. This approach simplifies the extension to other formats, just requiring the conversion to and from the pivotal format. This paper starts with an analysis of programming exercise formats representative of the existing diversity. This analysis sets the context for the proposed approach to exercise conversion and to the description of the pivotal data format. The abstract service definition is the basis for the design of BabeLO, its components and web service interface. This paper includes a report on the use of BabeLO in two concrete scenarios: to relocate exercises to a different repository, and to use an evaluation engine in a network of heterogeneous systems. [ABSTRACT FROM PUBLISHER]
- Published
- 2013
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15. Integrating the LMS in Service Oriented eLearning Systems.
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Leal, José Paulo and Queirós, Ricardo
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- 2011
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16. Managing Gamified Programming Courses with the FGPE Platform.
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Paiva, José Carlos, Queirós, Ricardo, Leal, José Paulo, Swacha, Jakub, and Miernik, Filip
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TEACHER evaluation ,PROGRAMMING languages ,FEATURE selection ,DISTANCE education ,GAMIFICATION ,COMPUTER assisted instruction - Abstract
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 relevant feedback to students, particularly if coupled with gamification, plays a pivotal role in this process and has already been demonstrated as an effective solution in this regard. However, teachers still struggle with the lack of tools that can adequately support the creation and management of online gamified programming courses. Until now, there was no software platform that would be simultaneously open-source and general-purpose (i.e., not integrated with a specific course on a specific programming language) while featuring a meaningful selection of gamification components. Such a solution has been developed as a part of the Framework for Gamified Programming Education (FGPE) project. In this paper, we present its two front-end components: FGPE AuthorKit and FGPE PLE, explain how they can be used by teachers to prepare and manage gamified programming courses, and report the results of the usability evaluation by the teachers using the platform in their classes. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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17. Fostering Programming Practice through Games †.
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Paiva, José Carlos, Leal, José Paulo, and Queirós, Ricardo
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PSYCHOLOGICAL feedback , *ACADEMIC motivation , *GAMES , *PHASE coding , *GAMIFICATION , *MOTIVATION (Psychology) - Abstract
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, gamification, is likely the most widely explored and fruitful. Game elements that intrinsically motivate students, such as graphical feedback and game-thinking, reveal more reliable long-term positive effects, but those involve significant development effort. This paper proposes a game-based assessment environment for programming challenges, built on top of a specialized framework, in which students develop a program to control the player, henceforth called Software Agent (SA). During the coding phase, students can resort to the graphical feedback demonstrating how the game unfolds to improve their programs and complete the proposed tasks. This environment also promotes competition through competitive evaluation and tournaments among SAs, optionally organized at the end by the teacher. Moreover, the validation of the effectiveness of Asura in increasing undergraduate students' motivation and, consequently, the practice of programming is reported. [ABSTRACT FROM AUTHOR]
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- 2020
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18. GEdIL—Gamified Education Interoperability Language.
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Swacha, Jakub, Paiva, José Carlos, Leal, José Paulo, Queirós, Ricardo, Montella, Raffaele, and Kosta, Sokol
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EDUCATIONAL objectives ,GAMIFICATION - Abstract
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 allows not only for an easy yet effective specification of gamification schemes for educational purposes, but also sharing them among instructors and reusing in various courses. GEdIL is published as an open format, independent from any commercial vendor, and supported with dedicated open-source software. [ABSTRACT FROM AUTHOR]
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- 2020
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19. Estimating time and score uncertainty in generating successful learning paths under time constraints.
- Author
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Nabizadeh, Amir Hossein, Jorge, Alípio Mário, and Leal, José Paulo
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MOBILE learning ,ITEM response theory ,RECOMMENDER systems ,INFORMATION filtering systems ,PSYCHOMETRICS - Abstract
This paper addresses the problem of course (path) generation when a learner's available time is not enough to follow the complete course. We propose a method to recommend successful paths regarding a learner's available time and his/her knowledge background. Our recommender is an instance of long term goal recommender systems (LTRS). This method, after locating a target learner in a course graph, applies a depth‐first search algorithm to find all paths for the learner given a time limitation. In addition, our method estimates learning time and score for all paths. It also indicates the probability of error for the estimated time and score for each path. Finally, our method recommends a path that satisfies the learner's time restriction while maximizing expected learning score. In order to evaluate our proposals for time and score estimation, we used the mean absolute error and average MAE. We have evaluated time and score estimation methods, including one proposed in the literature, on two E‐learning datasets. [ABSTRACT FROM AUTHOR]
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- 2019
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20. PROGpedia: Collection of source-code submitted to introductory programming assignments.
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Paiva JC, Leal JP, and Figueira Á
- Abstract
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 role in fulfilling these needs, being a common presence in introductory programming courses. As programming exercises are not easy to produce and those loaded into these tools must adhere to specific format requirements, teachers often opt for reusing them for several years. Therefore, most automated assessment tools, particularly Mooshak, store hundreds of submissions to the same programming exercises, as these need to be kept after automatically processed for possible subsequent manual revision. Our dataset consists of the submissions to 16 programming exercises in Mooshak proposed in multiple years within the 2003-2020 timespan to undergraduate Computer Science students at the Faculty of Sciences from the University of Porto. In particular, we extract their code property graphs and store them as CSV files. The analysis of this data can enable, for instance, the generation of more concise and personalized feedback based on similar accepted submissions in the past, the identification of different strategies to solve a problem, the understanding of a student's thinking process, among many other findings., Competing Interests: The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper., (© 2023 The Author(s).)
- Published
- 2023
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