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All Outputs (9)

Automatic Subject-based Contextualisation of Programming Assignment Lists (2020)
Conference Proceeding
Fonseca, S. C., Pereira, F. D., Oliveira, E. H., Oliveira, D. B., Carvalho, L. S., & Cristea, A. I. (2020). Automatic Subject-based Contextualisation of Programming Assignment Lists. In A. N. Rafferty, J. Whitehill, C. Romero, & V. Cavalli-Sforza (Eds.), Proceedings of the 13th International Conference on Educational Data Mining (81-91)

As programming must be learned by doing, introductory programming course learners need to solve many problems, e.g., on systems such as ’Online Judges’. However, as such courses are often compulsory for non-Computer Science (nonCS) undergraduates, th... Read More about Automatic Subject-based Contextualisation of Programming Assignment Lists.

For whom should we gamify? Insights on the users intentions and context towards gamification in education (2020)
Conference Proceeding
Toda, A., Pereira, F. D., Klock, A. C. T., Rodrigues, L., Palomino, P., Oliveira, W., …Isotani, S. (2020). For whom should we gamify? Insights on the users intentions and context towards gamification in education. . https://doi.org/10.5753/cbie.sbie.2020.471

Gamification design in educational environments is not trivial and many variables need to be considered to achieve positive outcomes. Often, educators and designers do not know when the students intend on the use of gamified environments might influe... Read More about For whom should we gamify? Insights on the users intentions and context towards gamification in education.

Sequential Recommender via Time-aware Attentive Memory Network (2020)
Conference Proceeding
Ji, W., Wang, K., Wang, X., Chen, T., & Cristea, A. I. (2020). Sequential Recommender via Time-aware Attentive Memory Network. In Proceedings of the 29th ACM International Conference on Information and Knowledge Management (CIKM ’20), October 19–23, 2020, Virtual Event, Ireland (565-574). https://doi.org/10.1145/3340531.3411869

Recommendation systems aim to assist users to discover desirable contents from an ever-growing corpus of items. Although recommenders have been greatly improved by deep learning, they still face several challenges: (1) behaviours are much more comple... Read More about Sequential Recommender via Time-aware Attentive Memory Network.

GamiCSM: relating education, culture and gamification - a link between worlds (2020)
Conference Proceeding
Toda, A., Klock, A. C. T., Palomino, P. T., Rodrigues, L., Oliveira, W., Stewart, C., …Isotani, S. (2020). GamiCSM: relating education, culture and gamification - a link between worlds. . https://doi.org/10.1145/3424953.3426490

The potential of gamification to improve users' motivation and engagement influenced many researchers and professionals to analyse its effects in educational settings. While some studies focus on adapting game elements according to demographic and be... Read More about GamiCSM: relating education, culture and gamification - a link between worlds.

Digital Inclusion in Nothern England: Training Women from Underrepresented Communities in Tech: A Data Analytics Case Study (2020)
Conference Proceeding
Aduragba, O. T., Yu, J., Cristea, A. I., Hardey, M., & Black, S. (2020). Digital Inclusion in Nothern England: Training Women from Underrepresented Communities in Tech: A Data Analytics Case Study. In 2020 15th International Conference on Computer Science & Education (ICCSE) (162-168). https://doi.org/10.1109/iccse49874.2020.9201693

The TechUPWomen programme takes 100 women from the Midlands and North of England, particularly from underrepresented communities, with degrees or experience in any subject area, retrains them in technology and upon graduation guarantees an interview... Read More about Digital Inclusion in Nothern England: Training Women from Underrepresented Communities in Tech: A Data Analytics Case Study.

Temporal Sentiment Analysis of Learners: Public Versus Private Social Media Communication Channels in a Women-in-Tech Conversion Course (2020)
Conference Proceeding
Yu, J., Aduragba, O. T., Sun, Z., Black, S., Stewart, C., Shi, L., & Cristea, A. (2020). Temporal Sentiment Analysis of Learners: Public Versus Private Social Media Communication Channels in a Women-in-Tech Conversion Course. In International Conference on Computer Science & Education (ICCSE) (182-187). https://doi.org/10.1109/iccse49874.2020.9201631

Social media is ubiquitous, a continuous part of our daily lives; it offers new ways of communication. This is especially crucial in education, where various online systems make use of (perceived) public or private communication, as a means to suppor... Read More about Temporal Sentiment Analysis of Learners: Public Versus Private Social Media Communication Channels in a Women-in-Tech Conversion Course.

Can We Use Gamification to Predict Students’ Performance? A Case Study Supported by an Online Judge (2020)
Conference Proceeding
Pereira, F. D., Toda, A., Oliveira, E. H., Cristea, A. I., Isotani, S., Laranjeira, D., …Mendonça, J. (2020). Can We Use Gamification to Predict Students’ Performance? A Case Study Supported by an Online Judge. . https://doi.org/10.1007/978-3-030-49663-0_30

The impact of gamification has been typically evaluated via self-report assessments (questionnaires, surveys, etc.). In this work, we analise the use of gamification elements as parameters, to predict whether students are going to fail or not in a pr... Read More about Can We Use Gamification to Predict Students’ Performance? A Case Study Supported by an Online Judge.

A Multidimensional Deep Learner Model of Urgent Instructor Intervention Need in MOOC Forum Posts (2020)
Conference Proceeding
Alrajhi, L., Alharbi, K., & Cristea, A. I. (2020). A Multidimensional Deep Learner Model of Urgent Instructor Intervention Need in MOOC Forum Posts. In C. Troussas, & V. Kumar (Eds.), ITS 2020: Intelligent Tutoring Systems (226-236). https://doi.org/10.1007/978-3-030-49663-0_27

In recent years, massive open online courses (MOOCs) have become one of the most exciting innovations in e-learning environments. Thousands of learners around the world enroll on these online platforms to satisfy their learning needs (mostly) free of... Read More about A Multidimensional Deep Learner Model of Urgent Instructor Intervention Need in MOOC Forum Posts.

Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCs (2020)
Conference Proceeding
Alharbi, K., Alrajhi, L., Cristea, A. I., Bittencourt, I. I., Isotani, S., & James, A. (2020). Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCs. In V. Kumar, & C. Troussas (Eds.), Intelligent Tutoring Systems (142-151). https://doi.org/10.1007/978-3-030-49663-0_18

Welfare and economic development is directly dependent on the availability of highly skilled and educated individuals in society. In the UK, higher education is accessed by a large percentage of high school graduates (50% in 2017). Still, in Brazil,... Read More about Data-Driven Analysis of Engagement in Gamified Learning Environments: A Methodology for Real-Time Measurement of MOOCs.