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Gamified learning activities with quizzes and AI storytelling to improve software engineering education

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Gamified learning activities with quizzes and AI storytelling to improve software engineering education

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Presentation of the IMPRESS project at the eMadrid seminar. Discussing the use of quizzes and AI storytelling for education. Presentation of the Quiz Tool developed at INESC-ID.

Presentation of the IMPRESS project at the eMadrid seminar. Discussing the use of quizzes and AI storytelling for education. Presentation of the Quiz Tool developed at INESC-ID.

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Gamified learning activities with quizzes and AI storytelling to improve software engineering education

  1. 1. Gamified learning activities with quizzes and AI storytelling to improve software engineering education Rui Prada, António Rito Silva, Pedro Correia, José Bernardo Rocha, Daniel Gonçalves, Luís Filipe Coimbra Madrid, 22 Nov 2019 E R A S M U S + Project 2017-1-NL01-KA203-035259 https://impress-project.eu/
  2. 2. Outline • The use of quizzes for Software Engineering teaching/learning • Context and types of use • IMPRESS Quizzes Tool and Repository • The use of AI storytelling for teaching/learning • FAtiMA Toolkit • AI Storytelling in Code Defenders
  3. 3. Quizzes for Teaching/Learning • Enrich the presentation of content in class • Foster participation and attention in the class • Support students’ self-awareness of their own (lack of) knowledge • Support students learning and study • Reduce teachers’ effort in the preparation/evaluation of tests
  4. 4. Quizzes: context and type of use (1) • Inside class (teacher driven) • Introduce topic • Capture students’ attention / engagement • Raise awareness of knowledge gaps • Review topics previously discussed • Evaluate students
  5. 5. Quizzes: context and type of use (2) • Outside class (student driven) • Review topics discussed in class • Raise awareness of knowledge gaps • Test the knowledge • Prepare for evaluation • A tool for study Promote self-regulation of learning Learn by answering questions
  6. 6. Topic revision (HCI course) Topic introduction (Game Design)
  7. 7. General idea • Shared experience of software engineering educators around Europe • Create a body of content to use, adapt and re-use • Enhance the learning process by developing tools that allow a rapid feedback to students about their current state of readiness on the course subjects • Reduce the effort teachers need to prepare quizzes and tests
  8. 8. IMPRESS at Kahoot! https://create.kahoot.it/search?creator=impressproject
  9. 9. Kahoot.it • Re-use questions is not at the basis of Kahoot philosophy • Kahoots are self-contained • Individual questions are difficult to re-use • Limited number of characters per question • Makes re-use also difficult, not all EU-wide questions comply with these restrictions • Kahoot is not fan of massive imports
  10. 10. IMPRESS Quizzes Tool
  11. 11. Teachers View • Populated with questions and mini-tests from the Software Architecture course of Instituto Superior Técnico, University of Lisbon • More than 600 questions • More than 100 quizzes
  12. 12. Questions
  13. 13. Quizzes
  14. 14. Assessments
  15. 15. Students View: Assessments
  16. 16. Students View: Quizzes
  17. 17. Students View: Quizzes
  18. 18. Currently under testing • Software Architecture course at Instituto Superior Técnico, Universidade de Lisboa • 57 students • 5 quizzes (with 5 questions) in-class (at the end) • Can use the system to generate and answer personal quizzes
  19. 19. 15,1 % of negative scores26,7 % of negative scores With the toolTraditional method (on paper)
  20. 20. IMPRESS Quizzes Tool Demo https://quizzes-tutor.tecnico.ulisboa.pt/demo/
  21. 21. AI Storytelling for Learning • Why Storytelling? • To give flavour to the experience • Creates meaningful contexts for the actions • Supports the flow of progression • Improves (emotional) engagement
  22. 22. AI Storytelling for Learning • Why Artificial Intelligence? • To support interactivity • To adapt to players’ actions • To be emotionally believable • With emotional appraisal
  23. 23. AI Storytelling in Code Defenders • Puzzle mode (single player) • AI character as narrator/antagonist role(s) • Introduces missions to players • Tells an episodic story • Between puzzles – macro (overarching) narrative • Double perspectives: attacker and defender • Comments about player performance • Within puzzles – micro narrative • Examples: test does not run, test successful
  24. 24. https://fatima-toolkit.eu/
  25. 25. FAtiMA Toolkit
  26. 26. Code Defenders and FAtiMA Toolkit
  27. 27. AI Storytelling in Code Defenders “A White Hat Hacker is trying to prevent a Black Hat Hacker from corrupting a vital system.”
  28. 28. rui.prada@tecnico.ulisboa.pt http://www.impress-project.eu/ https://quizzes-tutor.tecnico.ulisboa.pt/demo/ https://fatima-toolkit.eu/ E R A S M U S + Project 2017-1-NL01-KA203-035259

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