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All Outputs (27)

Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study (2022)
Journal Article

There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competit... Read More about Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study.

Explaining Individual and Collective Programming Students’ Behavior by Interpreting a Black-Box Predictive Model (2021)
Journal Article

Predicting student performance as early as possible and analysing to which extent initial student behaviour could lead to failure or success is critical in introductory programming (CS1) courses, for allowing prompt intervention in a move towards all... Read More about Explaining Individual and Collective Programming Students’ Behavior by Interpreting a Black-Box Predictive Model.

Learners Demographics Classification on MOOCs During the COVID-19: Author Profiling via Deep Learning Based on Semantic and Syntactic Representations (2021)
Journal Article

Massive Open Online Courses (MOOCs) have become universal learning resources, and the COVID-19 pandemic is rendering these platforms even more necessary. In this paper, we seek to improve Learner Profiling (LP), i.e. estimating the demographic charac... Read More about Learners Demographics Classification on MOOCs During the COVID-19: Author Profiling via Deep Learning Based on Semantic and Syntactic Representations.

Deep learning for early performance prediction of introductory programming students: a comparative and explanatory study (2020)
Journal Article

Introductory programming may be complex for many students. Moreover, there is a high failure and dropout rate in these courses. A potential way to tackle this problem is to predict student performance at an early stage, as it facilitates human-AI col... Read More about Deep learning for early performance prediction of introductory programming students: a comparative and explanatory study.

Using learning analytics in the Amazonas: understanding students’ behaviour in introductory programming (2020)
Journal Article

Tools for automatic grading programming assignments, also known as Online Judges, have been widely used to support computer science (CS) courses. Nevertheless, few studies have used these tools to acquire and analyse interaction data to better unders... Read More about Using learning analytics in the Amazonas: understanding students’ behaviour in introductory programming.

How to Gamify learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education (2019)
Journal Article

One of the main goals of gamification in educational settings is to increase student motivation and engagement. To facilitate the design of gamified educational systems, in recent years, studies have proposed various approaches (e.g., methodologies,... Read More about How to Gamify learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education.