David B. F. Oliveira

dblp:269/7014 · also David Braga Fernandes de Oliveira · DBLP profile ↗
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5ranked-venue papers
0as first author
5since 2021 · last 2023
0000-0002-2887-2324ORCID · verified

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

Human-computer interaction and ubiquitous computing · 4 · 4 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 4 since 2021
YearPublicationVenuePosition
2023 Evaluation of a Hybrid AI-Human Recommender for CS1 Instructors in a Real Educational Scenario
Filipe D. Pereira, Elaine Harada T. de Oliveira, Luiz A. L. Rodrigues, Luciano de Souza Cabral, David B. F. Oliveira, Leandro S. G. Carvalho, Dragan Gasevic, Alexandra I. Cristea, Diego Dermeval, Rafael Ferreira Leite de Mello
EC-TEL5
2022 GARFIELD: A Recommender System to Personalize Gamified Learning
Luiz A. L. Rodrigues, Armando M. Toda, Filipe D. Pereira, Paula T. Palomino, Ana C. T. Klock, Marcela Pessoa, David B. F. Oliveira, Isabela Gasparini, Elaine Harada T. de Oliveira, Alexandra I. Cristea, Seiji Isotani
AIED (1)7
2022 Are They Learning or Playing? Moderator Conditions of Gamification's Success in Programming Classrooms
abstract
Students face several difficulties in introductory programming courses (CS1), often leading to high dropout rates, student demotivation, and lack of interest. The literature has indicated that the adequate use of gamification might improve learning in several domains, including CS1. However, the understanding of which (and how) factors influence gamification’s success, especially for CS1 education, is lacking. Thus, there is a clear need to shed light on pre-determinants of gamification’s impact. To tackle this gap, we investigate how user and contextual factors influence gamification’s effect on CS1 students through a quasi-experimental retrospective study ( \( N = 399 \) ), based on a between-subject design (conditions: gamified or non-gamified) in terms of final grade (academic achievement) and the number of programming assignments completed in an educational system (i.e., how much they practiced). Then, we evaluate whether and how user and contextual characteristics (e.g., age, gender, major, programming experience, working situation, internet access, and computer access/sharing) moderate that effect. Our findings indicate that gamification amplified to some extent the impact of practicing. Overall, students practicing in the gamified version presented higher academic achievement than those practicing the same amount in the non-gamified version. Intriguingly, those in the gamified version that practiced much more extensively than the average showed lower academic achievements than those who practiced comparable amounts in the non-gamified version. Furthermore, our results reveal gender as the only statistically significant moderator of gamification’s effect: in our data, it was positive for females but non-significant for males. These findings suggest which (and how) personal and contextual factors moderate gamification’s effects, indicate the need to further understand and examine context’s role, and show that gamification must be cautiously designed to prevent students from playing instead of learning.
Luiz A. L. Rodrigues, Filipe D. Pereira, Armando M. Toda, Paula T. Palomino, Wilk Oliveira, Marcela Pessoa, Leandro S. G. Carvalho, David B. F. Oliveira, Elaine Harada T. de Oliveira, Alexandra I. Cristea, Seiji Isotani
ACM Trans. Comput. Educ.8
2021 A Recommender System Based on Effort: Towards Minimising Negative Affects and Maximising Achievement in CS1 Learning
Filipe D. Pereira, Hermino B. F. Junior, Luiz Rodriguez, Armando M. Toda, Elaine Harada T. de Oliveira, Alexandra I. Cristea, David B. F. Oliveira, Leandro S. G. Carvalho, Samuel C. Fonseca, Ahmed Alamri, Seiji Isotani
ITS7
2021 Towards a Human-AI Hybrid System for Categorising Programming Problems
abstract
As programming skills are increasingly required world-wide and across disciplines, many students use online platforms that provide automatic feedback through a Programming Online Judge (POJ) mechanism. POJs are very popular e-learning tools, boasting large collections of programming problems. Despite their many benefits, students often struggle when solving problems not compatible with their prior knowledge. One important cause of this is that usually statements of problems are not classified according to programming topics (paradigms, data structures, etc.) and, hence, students waste time and effort in trying to solve exercises that are not tailored to their level and needs. Thus, to support students, we propose a new, "front-heavy" pipeline method to predict topics of POJ problems, using Bidirectional Encoder Representations from Transformers (BERT) for contextual text augmentation over the problem statements and further allowing for (lighter-weight) classical machine learning for classification. Our model outperformed all current state-of-the art, with an F1-score of 86% using stratified 10 fold cross-validation in a classically challenging multi-classification problem with seven categories. As a proof of concept, we conducted an experiment to show how our predictive model can be used as a human-AI hybrid complement for POJ, where learners would use AI-based recommendations to find the most appropriate problems.
Filipe D. Pereira, Francisco Pires, Samuel C. Fonseca, Elaine Harada T. de Oliveira, Leandro S. G. Carvalho, David B. F. Oliveira, Alexandra I. Cristea
SIGCSE6