3 Search Results for "Magalhães, Luis Gonzaga"


Document
Short Paper
SHREWS: A Game with Augmented Reality for Training Computational Thinking (Short Paper)

Authors: Francisco Saraiva, Lázaro V. O. Lima, Cristiana Araújo, Luis Gonzaga Magalhães, and Pedro Rangel Henriques

Published in: OASIcs, Volume 91, Second International Computer Programming Education Conference (ICPEC 2021)


Abstract
This paper proposes a game to help young students training Computational Thinking (CT) skills to aid in solving problems. CT is a problem-solving approach based on picking a complex problem, understand what the problem is, and develop solutions in a way that a computer or human could solve. To help in this task, Augmented Reality(AR) will provide a more engaging visual way of interaction to keep students motivated while they search for solving problems. This benefit is a consequence of the AR capability of providing a visual and dynamic representation of abstract concepts. This work investigates AR and CT concepts and the best way of combining them for training student’s skills to understand software and its effects. Thus, these concepts will be explored for the construction of learning activities to explain and create analogies to understand complex concepts related to computer programs. So the focus of the paper is the introduction of Shrews, the game created in this context. The principle and the proposed architecture are detailed. At the end, there is a description of how the game works and the current state of the prototype. We believe that the immersive experience using AR and CT concepts is one of the important aspects of the game to maintain a motivational approach to students. An exploratory prototype is created to explore the topic of teaching CT skills via playing a video game.

Cite as

Francisco Saraiva, Lázaro V. O. Lima, Cristiana Araújo, Luis Gonzaga Magalhães, and Pedro Rangel Henriques. SHREWS: A Game with Augmented Reality for Training Computational Thinking (Short Paper). In Second International Computer Programming Education Conference (ICPEC 2021). Open Access Series in Informatics (OASIcs), Volume 91, pp. 14:1-14:10, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2021)


Copy BibTex To Clipboard

@InProceedings{saraiva_et_al:OASIcs.ICPEC.2021.14,
  author =	{Saraiva, Francisco and Lima, L\'{a}zaro V. O. and Ara\'{u}jo, Cristiana and Magalh\~{a}es, Luis Gonzaga and Henriques, Pedro Rangel},
  title =	{{SHREWS: A Game with Augmented Reality for Training Computational Thinking}},
  booktitle =	{Second International Computer Programming Education Conference (ICPEC 2021)},
  pages =	{14:1--14:10},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-194-8},
  ISSN =	{2190-6807},
  year =	{2021},
  volume =	{91},
  editor =	{Henriques, Pedro Rangel and Portela, Filipe and Queir\'{o}s, Ricardo and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2021.14},
  URN =		{urn:nbn:de:0030-drops-142309},
  doi =		{10.4230/OASIcs.ICPEC.2021.14},
  annote =	{Keywords: Augmented Reality, Computational Thinking, Learning Activity, Game}
}
Document
Short Paper
Understanding Effects of the Algorithm Visualized with AR Techniques (Short Paper)

Authors: Lázaro V. O. Lima, Manuel Sousa, Luis Gonzaga Magalhães, and Pedro Rangel Henriques

Published in: OASIcs, Volume 91, Second International Computer Programming Education Conference (ICPEC 2021)


Abstract
We create analogies to understand and visualize complex concepts. Such approach, based on analogies are presentation of software, is also effective when it concerns software comprehension. Many visualization techniques for data structures have been developed in 2D and 3D to improve the visual representation of large structures. A common challenge faced by developers that want to implement these techniques is to increase the amount of information to be displayed in each node seeking a balance between quantity and visibility. To overcome these challenges, this article presents a visualization technique using Augmented Reality to display hierarchical structures and understand the effects of the algorithm in data structures. The visualization system based on AR, proposed and discussed along the paper, allows the user to interact and navigate through the structure, enabling him to explore information in depth.

Cite as

Lázaro V. O. Lima, Manuel Sousa, Luis Gonzaga Magalhães, and Pedro Rangel Henriques. Understanding Effects of the Algorithm Visualized with AR Techniques (Short Paper). In Second International Computer Programming Education Conference (ICPEC 2021). Open Access Series in Informatics (OASIcs), Volume 91, pp. 15:1-15:10, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2021)


Copy BibTex To Clipboard

@InProceedings{lima_et_al:OASIcs.ICPEC.2021.15,
  author =	{Lima, L\'{a}zaro V. O. and Sousa, Manuel and Magalh\~{a}es, Luis Gonzaga and Henriques, Pedro Rangel},
  title =	{{Understanding Effects of the Algorithm Visualized with AR Techniques}},
  booktitle =	{Second International Computer Programming Education Conference (ICPEC 2021)},
  pages =	{15:1--15:10},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-194-8},
  ISSN =	{2190-6807},
  year =	{2021},
  volume =	{91},
  editor =	{Henriques, Pedro Rangel and Portela, Filipe and Queir\'{o}s, Ricardo and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2021.15},
  URN =		{urn:nbn:de:0030-drops-142312},
  doi =		{10.4230/OASIcs.ICPEC.2021.15},
  annote =	{Keywords: Augmented Reality, Learning Resource, Data Visualization, Syntax Tree Visualization}
}
Document
Learning Resources with Augmented Reality

Authors: Lázaro V. O. Lima, Cristiana Araújo, Luis Gonzaga Magalhães, and Pedro R. Henriques

Published in: OASIcs, Volume 81, First International Computer Programming Education Conference (ICPEC 2020)


Abstract
Preparing teachers and students for a connected and programmed world depends on how we develop and reinvent teaching tools. The society has realized and is absorbing Computational Thinking and its related skills. The pragmatics shows that a person only acquires a new way of thinking or a new way of behaving if he is trained with the appropriate devices. Computational Thinking should be training from an early age to acquire important skills; in that way, the interpretation and design of algorithms/programs will become much easier. However, the development of Computational Thinking requires the creation and use of appropriate Learning Resources (LR). We will discuss how an ontology can be used to specify what is involved in Computer Programming and how these concepts and Computational Thinking concepts are related. We believe that this formal description will guide the choice of convenient LR. In that context, we intend to investigate the impact of Augmented Reality on them. After presenting the ontological approach, the paper will focus on the process of shaping Computational Thinking through Augmented Reality. We aim at creating AR-based LR prototypes to validate the idea we present here. We are convinced that an attractive way to improve fundamental skills is necessary to practice and use these tools with young students, but LRs must be attractive, motivating and effective.

Cite as

Lázaro V. O. Lima, Cristiana Araújo, Luis Gonzaga Magalhães, and Pedro R. Henriques. Learning Resources with Augmented Reality. In First International Computer Programming Education Conference (ICPEC 2020). Open Access Series in Informatics (OASIcs), Volume 81, pp. 15:1-15:8, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020)


Copy BibTex To Clipboard

@InProceedings{lima_et_al:OASIcs.ICPEC.2020.15,
  author =	{Lima, L\'{a}zaro V. O. and Ara\'{u}jo, Cristiana and Magalh\~{a}es, Luis Gonzaga and Henriques, Pedro R.},
  title =	{{Learning Resources with Augmented Reality}},
  booktitle =	{First International Computer Programming Education Conference (ICPEC 2020)},
  pages =	{15:1--15:8},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-153-5},
  ISSN =	{2190-6807},
  year =	{2020},
  volume =	{81},
  editor =	{Queir\'{o}s, Ricardo and Portela, Filipe and Pinto, M\'{a}rio and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops-dev.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2020.15},
  URN =		{urn:nbn:de:0030-drops-123028},
  doi =		{10.4230/OASIcs.ICPEC.2020.15},
  annote =	{Keywords: Computational Thinking, Learning Resource, Augmented Reality, Teacher Support Tools}
}
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