Cristiano C. Araújo

dblp:146/7437 · DBLP profile ↗
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4ranked-venue papers
0as first author
3since 2021 · last 2022
0000-0003-1414-7292ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2022 A Proposal For Micromanagement Of People Through Rpg Cards In Education For Innovation
abstract
Education for innovation initiatives often adopt Project-Based Learning approaches, where students are grouped into teams with the goal of creating an innovative product prototype. Working on teams, especially interdisciplinary ones, involves challenges related to collaboration and motivation [1]. It is well known that gamification is a successful tool for engaging students in learning activities [2]. Thus, in this paper, we propose a cardgame focused on education for innovation, exploring the similarities between the students’ teams with the roles of an RPG (Role Playing Game). To design our game proposal, we conducted a netnographic [3] and semi-structured qualitative research [4]. After implementing the game, we evaluated it in “Projetão,” a well-consolidated course on education for innovation. The results were encouraging.
Emmanuel Carvalho, Ayrton Eusebio, Guilherme Ranoya, Cristiano C. Araújo, Geber L. Ramalho
EDUCON4
2021 A Scrum-Based Method for Autonomous Learning Management
abstract
This paper proposes an agile learning management method based on Scrum to support autonomous learning for students. In conjunction with the proposed method, a case study was carried out involving students from several undergraduate courses participating in a software development training program based on Challenge Based Learning. In this study, the Scrum framework was adapted to support students' learning with their Challenge team and mentor's support. Events, artifacts, and team profiles were added, adapted, and excluded to improve the stu-dent's autonomous learning management. The case study covered data collected through questionnaires, interviews, observations, and archival records as a source for analysis. The use of the method showed significant results in learning, the management of Learning Objectives (LOs), and the participants' use experience. Besides, the study brings opportunities for improvements to the method and hypotheses for future work.
Higor Oliveira, Cristiano C. Araújo, Kiev Gama
FIE2
2021 An Agile Learning Management Method Based on Scrum
abstract
Challenge Based Learning (CBL) is a student-centered learning ap- proach that aims to prepare them to learn by asking relevant ques- tions and proposing solutions to real-world challenges. However, in the context of CBL in general, learning management is a diffi- culty faced by undergraduate students, and it is rarely addressed. In order to support learning management, this work proposes an agile learning management method based on Scrum to support students in a CBL learning cycle. In conjunction with the proposed method, a case study was carried out involving students from several under- graduate courses. The use of the method showed significant results in learning, in the administration of learning objectives (LOs)[1], and in the acceptance of its use by the participants.
Higor Oliveira, Cristiano C. Araújo
SIGCSE2
2018 Combining Challenge-Based Learning and Design Thinking to Teach Mobile App Development
abstract
This paper describes a set of practices, techniques and conceptual tools that were tailored by combining ideas from Challenge-based Learning, Design Thinking and Lean Startup. While the former focuses on intrinsically motivating the students to engage in the learning process by tackling real-world problems aligned with their sense of purpose, the latter emphasizes aspects of the system being built, such as feasibility, viability, and desirability. The framework conception is as an innovative approach for mobile application development in long-term courses (1- or 2-year) involving programming, design, and business. We applied the methodology in the context of a regular undergraduate course including students with a diverse computing and non-computing backgrounds and collected their feedback during the process.
Kiev Gama, Fernando Castor Filho, Pedro Alessio, André M. M. Neves, Cristiano C. Araújo, Rafael Formiga, Francisco Soares-Neto, Higor Oliveira
FIE5