Proceedings of the 17th International Conference on Computer Systems and Technologies 2016最新文献

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CodeInsights: Monitoring programming students' progress CodeInsights:监控编程学生的进步
N. Fonseca, Luís Macedo, A. J. Mendes
{"title":"CodeInsights: Monitoring programming students' progress","authors":"N. Fonseca, Luís Macedo, A. J. Mendes","doi":"10.1145/2983468.2983492","DOIUrl":"https://doi.org/10.1145/2983468.2983492","url":null,"abstract":"Students across the World face the difficulties associated with learning programming languages. Several studies have shown that a permanent monitoring by the teachers highly contributes for increasing the students' performance. We propose the use of a monitoring tool capable of capturing and displaying to the teachers real-time information about the students' performance based on snapshots of the code while they are programming. The teachers can then use that information to identify problems/deviations and act accordingly. To evaluate the developed system, we present some results of a field test involving students from an introductory course on Python programming.","PeriodicalId":291570,"journal":{"name":"Proceedings of the 17th International Conference on Computer Systems and Technologies 2016","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132320600","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Commercial Off-the-Shelf Games as Learning Media 作为学习媒介的商业现成游戏
V. Aleksić, M. Ivanović, Z. Budimac, E. Popescu
{"title":"Commercial Off-the-Shelf Games as Learning Media","authors":"V. Aleksić, M. Ivanović, Z. Budimac, E. Popescu","doi":"10.1145/2983468.2983493","DOIUrl":"https://doi.org/10.1145/2983468.2983493","url":null,"abstract":"The purpose of this research is to explore some of the educational potentials of Commercial Off-the-Shelf (COTS) games in the learning process. A survey on students' attitudes towards COTS games in education was conducted with a sample of 1262 upper grade primary school students, from 22 Serbian schools. Most of the students reported playing digital games for longer than five years. An independent sample t-test presented some significant differences between male and female attitudes towards the educational potential of the digital games. Most of the male respondents preferred arcades and sports genres, while the majority of female respondents preferred logical (puzzle) games. Overall, male students perceived games as more useful for school and career and they were also more interested to create and implement their own games, compared to female students.","PeriodicalId":291570,"journal":{"name":"Proceedings of the 17th International Conference on Computer Systems and Technologies 2016","volume":"120 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124717614","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
SESAMO: An Integrated Framework for Gathering, Managing and Sharing Environmental Data SESAMO:收集、管理和共享环境数据的综合框架
V. Agate, Calogero Crapanzano, A. D. Paola, S. Gaglio, G. L. Loggia
{"title":"SESAMO: An Integrated Framework for Gathering, Managing and Sharing Environmental Data","authors":"V. Agate, Calogero Crapanzano, A. D. Paola, S. Gaglio, G. L. Loggia","doi":"10.1145/2983468.2983520","DOIUrl":"https://doi.org/10.1145/2983468.2983520","url":null,"abstract":"ICT systems are widely adopted for environmental management, but existing solutions address limited tasks and compose a plethora of heterogeneous tools, which impose a great additional effort on the operators. This work presents SESAMO, a novel framework to provide the operators with a unique tool for gathering, managing and merging environmental and territorial data. SESAMO uses WSNs for providing pervasive monitoring of environmental phenomena and exploits a multi-tier infrastructure in order to integrate data coming from heterogeneous information sources.","PeriodicalId":291570,"journal":{"name":"Proceedings of the 17th International Conference on Computer Systems and Technologies 2016","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128739709","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Increasing students' academic results in e-course using educational recommendation strategy 运用教育推荐策略提高学生在网络课程中的学习成绩
M. H. Dlab, N. Hoić-Božić
{"title":"Increasing students' academic results in e-course using educational recommendation strategy","authors":"M. H. Dlab, N. Hoić-Božić","doi":"10.1145/2983468.2983506","DOIUrl":"https://doi.org/10.1145/2983468.2983506","url":null,"abstract":"This paper presents research on implementing educational recommendation strategy, designed to provide personalization during moderated e-courses. Aimed at increasing students' academic results, the strategy includes recommendations that support students and groups while selecting between offered optional e-tivities, collaborators and Web 2.0 tools. In addition, advice regarding quantitative aspect of student's and group's contributions during e-tivities is provided. The strategy proved to be effective in a sense that students who received recommendations achieved better academic results in e-course.","PeriodicalId":291570,"journal":{"name":"Proceedings of the 17th International Conference on Computer Systems and Technologies 2016","volume":"127 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127695553","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Issues on Developing a Location Aware Game for Mobile Browsers 针对手机浏览器开发位置感知游戏的几个问题
S. Kaplan, J. Ikonen, Antti Knutas
{"title":"Issues on Developing a Location Aware Game for Mobile Browsers","authors":"S. Kaplan, J. Ikonen, Antti Knutas","doi":"10.1145/2983468.2983509","DOIUrl":"https://doi.org/10.1145/2983468.2983509","url":null,"abstract":"Despite of recent development of mobile browsers and web technologies most location based games intended to be played with a phone are delivered as installable programs. This is unfortunate as in many cases applications which can be used directly from a web page without installation are much more accessible to users. In this paper we present common problematics building location based applications using only web technologies. The problematics are explored via building an example application and presented together with solution options.","PeriodicalId":291570,"journal":{"name":"Proceedings of the 17th International Conference on Computer Systems and Technologies 2016","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133451862","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
e-assessment: students' point of view 电子评估:学生的观点
Ásrún Matthíasdóttir, Hallgrímur Arnalds
{"title":"e-assessment: students' point of view","authors":"Ásrún Matthíasdóttir, Hallgrímur Arnalds","doi":"10.1145/2983468.2983497","DOIUrl":"https://doi.org/10.1145/2983468.2983497","url":null,"abstract":"In this paper we discuss the use of e-assessment tools in a beginners programming course. Online exams do have certain advantages, the instant feedback is valuable for students and the time factor is welcomed by teachers. The limitations are often technically related, e.g. the opportunities the assessment tools offer, because different exam environments can also be stressful for students. In an introductory programming course where the emphasis is on coding, automatic systems can be used when evaluating the students. In this paper we describe the results of a survey of students' attitudes towards sitting automated exams in the same or similar environment they program in during the semester.","PeriodicalId":291570,"journal":{"name":"Proceedings of the 17th International Conference on Computer Systems and Technologies 2016","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134152022","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Games as Software: Similarities and Differences between the Implementation Projects 作为软件的游戏:执行项目的异同
Jussi Kasurinen
{"title":"Games as Software: Similarities and Differences between the Implementation Projects","authors":"Jussi Kasurinen","doi":"10.1145/2983468.2983501","DOIUrl":"https://doi.org/10.1145/2983468.2983501","url":null,"abstract":"The game development in principle is not different from the traditional software development. In this study, the aim is to assess the video game development from the viewpoint of software engineering, assessing which software development activities are similar, and which incompatible within the game industry context. We interviewed 11 companies and conducted a survey to understand these differences; the project management and development tasks are similar, but the detailed activities, such as requirements engineering practices, are noticeably different.","PeriodicalId":291570,"journal":{"name":"Proceedings of the 17th International Conference on Computer Systems and Technologies 2016","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127011861","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
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