Christiane Gresse von Wangenheim | Universidade Federal de Santa Catarina - UFSC (Federal University of Santa Catarina) (original) (raw)
Papers by Christiane Gresse von Wangenheim
arXiv (Cornell University), Jul 5, 2023
Resumo. Ferramentas de Gerenciamento de Projetos (GP) são essenciais para gerenciar projetos de s... more Resumo. Ferramentas de Gerenciamento de Projetos (GP) são essenciais para gerenciar projetos de software de forma apropriada. O uso destas ferramentas é uma importante competência para os profissionais da área de Computação, e seu ensino é abordado nos cursos superiores desta área. Neste contexto, ferramentas de GP de uso geral são geralmente adotadas. Porém, a falta de aspectos didáticos destas ferramentas vem motivando o desenvolvimento de ferramentas educacionais de GP. Neste sentido, este trabalho apresenta um estudo de caso utilizando a ferramenta educacional de GP – dotProject+. Foram coletados os feedbacks tanto da perspectiva dos alunos quanto dos professores, os quais são analisados e discutidos. Os resultados demonstram que o dotProject+ contribui para aprendizagem dos alunos, e facilita o ensino de forma mais completa pelos professores.
Americas Conference on Information Systems, 2012
Developing high-quality asynchronous store-and-forward telemedicine systems (ASFTSs) remains a ch... more Developing high-quality asynchronous store-and-forward telemedicine systems (ASFTSs) remains a challenge. However, there is no accepted understanding as to what are the important quality characteristics for this type of software system and/or what defines a mature software process for producing high-quality ASTFSs. Through adopting a multi-step research methodology, we define a quality model for ASFTSs indicating relevant quality characteristics and their priority for this specific type of software system based upon ISO/IEC 25010. We, then, propose an extended software process capability/maturity model based on ISO/IEC 15504 and ISO/IEC 12207 to meet these particular quality requirements. The resulting model can be used to both guide the development and the evaluation of such systems. We expect that the availability of such a customized model will facilitate the development of high-quality ASFTSs, reducing related risks and improving the quality of telemedicine services.
Advances in educational technologies and instructional design book series, 2019
Digital games are considered an effective and efficient instructional strategy for computing educ... more Digital games are considered an effective and efficient instructional strategy for computing education. However, there are few empirical studies providing sound evidence on the benefits of such educational games. In this respect, the objective of this chapter is to present a comprehensive analysis in order to summarize empirical evidence on the benefits of digital games used as an instructional strategy for computing education. The analysis is based on data collected from 21 case studies that use the MEEGA model, the most commonly used model for educational games' evaluation, evaluating 9 different games, involving a population of 344 students. The results indicate that digital games can yield a positive effect on the learning of computing, providing a pleasant and engaging experience to the students and motivating them to study. These results may guide instructors in the selection of educational games as instructional methods and guide game creators with respect to the development of new games.
Educational games have been used as an innovative instructional strategy in order to achieve lear... more Educational games have been used as an innovative instructional strategy in order to achieve learning more effectively in Software Engineering (SE) education. However, it is essential to systematically evaluate such games in order to obtain sound evidence on their benefits. And, although, several SE games have been evaluated adopting diverse research designs and measurements, so far no larger scale study across different games has been conducted. In this respect, this article presents a comprehensive analysis in order to summarize empirical evidence on the benefits of digital and non-digital games used for SE education. The analysis is based on data collected from 43 case studies that use MEEGA, the most commonly used model for educational game evaluation, evaluating 20 different SE games, involving a total population of 723 students. Our analysis indicate evidence that digital and non-digital games can yield a positive effect on the learning of SE, providing a pleasant and engaging experience to the students and motivate them. Our analysis also points out that non-digital games more easily seem to promote a more positive experience, principally in terms of fun and social interaction than the digital ones used for teaching SE. These results may guide SE instructors in the selection of educational games as instructional methods and guide game creators with respect to the development of new games.
Informatics in education, May 24, 2023
Information technology (IT) is transforming the world. Therefore, exposing students to computing ... more Information technology (IT) is transforming the world. Therefore, exposing students to computing at an early age is important. And, although computing is being introduced into schools, students from a low socioeconomic status background still do not have such an opportunity. Furthermore, existing computing programs may need to be adjusted in accordance to the specific characteristics of these students in order to help them to achieve the learning goals. Aiming at bringing computing education to all middle and high-school students, we performed a systematic literature review, in order to analyze the content, pedagogy, technology, as well as the main findings of instructional units that teach computing in this context. First results show that these students are able to learn computing, including concepts ranging from algorithms and programming languages to artificial intelligence. Difficulties are mainly linked to the lack of infrastructure and the lack of pre-existing knowledge in using IT as well as creating computing artifacts. Solutions include centralized teaching in assistive centers as well as a stronger emphasis on unplugged strategies. However, there seems to be a lack of more research on teaching computing to students from a low socioeconomic status background, unlocking their potential as well to foster their participation in an increasing IT market.
As Machine Learning (ML) is present in various aspects of our lives, new challenges are presented... more As Machine Learning (ML) is present in various aspects of our lives, new challenges are presented to education in order to help students to understand its potential and limits. Thus, to obtain an overview of the state of the art on teaching ML concepts in K-12, we carried out a systematic mapping. We identified 39 instructional units mostly focused on basic concepts and neural networks. Several instructional units also cover only partially the ML process, such as data management, or present certain processes only on an abstract level. Results demonstrate that teaching ML in K-12 can increase understanding and interest as well as it contextualizes ML concepts in the lives of the students. Resumo. Uma vez que a Machine Learning (ML) está presente em vários aspectos de nossas vidas, novos desafios são apresentados à educação em ajudar estudantes a entender os potenciais e limites dessa tecnologia. Para obter um panorama do estado da arte do ensino de ML, foi realizado um mapeamento sistemático. Foram identificadas 39 unidades instrucionais focadas em conceitos básicos e redes neurais. Muitas unidades abordam apenas de forma parcial o processo de ML, como gerenciamento de dados, ou apresentam alguns processos apenas de forma abstrata. Os resultados obtidos indicam que o ensino de ML na educação básica pode aumentar o entendimento e interesse, bem como contextualizar conceitos de ML na vida dos estudantes.
Springer eBooks, Dec 23, 2017
Teaching the usage of Project Management (PM) tools is an important part of Software Engineering ... more Teaching the usage of Project Management (PM) tools is an important part of Software Engineering education. In this context, instructors often adopt some professional PM tool, such as MS-Project, GanttProject or dotProject. However, as such tools lack instructional features, some studies propose the adoption of educational PM tools. Yet, even these tools may be insufficient, due to their limited content coverage, and/or not support the learning of prominent professional PM tools. Attempting to improve this situation, this paper presents the enhancement of a professional open-source PM tool – dotProject - for educational purposes. The enhancements include the completion of the support for project initiating and planning, and the reorganization of the tool's interface to assist its adoption in the classroom. Results from applying the enhanced tool in a series of case studies in PM courses, indicate that dotProject+ contributes to the students' learning and facilitates the teaching of the usage of a PM tool in alignment with the PMBOK.
Proceedings of the 12th International Conference on Computer Supported Education, 2020
Digital age has been impacted worldwide economy, human communication, knowledge access, democracy... more Digital age has been impacted worldwide economy, human communication, knowledge access, democracy and days by day citizen lives. Consequently, several international entities make strategies for educational system and to empower people to labour market. One strategy has been to define what skills are important develop in 21 st-century. To introduce educational systems approaches that aim to develop 21 st-century skills it is necessary encompass how to teach, how to learn, and how to assess this personal development. Some practices have been indicated that teaching computing in basic education could act synergistically with 21 stcentury skills learning. So that, bASES21 is an instrument created to assess such skills. The first version was tested with a group of 148 high school students. Statistical studies pointed out the need of expand the sample size. Then in a second study sample size reach 560 students. New statistical analyses were done, and it was proposed several changes in first model. The instrument upgraded can assess such skills with 56 questions instead of 82, that were originally taken. These results can be very useful to ensure to attain necessary reliability and validity and to make possible popularization in using this instrument in K12 school setting.
2016 IEEE 29th International Symposium on Computer-Based Medical Systems (CBMS), 2016
Poison Control Centres (PCCs) provide information and advise about poisoning, poisoning case mana... more Poison Control Centres (PCCs) provide information and advise about poisoning, poisoning case management, and toxicovigilance activities. They are supported by information systems that help physicians and toxicologists to attend cases of patient exposure to poisonous agents. Still, there is no consensus on how to evaluate software quality of such systems. This work performs a case study applying a customized software quality evaluation model -- the AdEQUATE model -- in order to assess the software quality of a poison control information system widely used in Brazil - the DATATOX information system. Analysing the specificities of DATATOX we customized AdEQUATE, a model for evaluating the quality of telemedicine systems based on the ISO/IEC 25010 standard through the use of a questionnaire. The questionnaire has been answered by 49 end users, and the acquired data were analysed employing descriptive statistics. Overall, the DATATOX information system has been perceived as having a good quality, specifically for characteristics like effectiveness, efficiency, and satisfaction. Nevertheless, few characteristics have been considered of low quality, including reliability, compatibility, and age. As a complement, the work attest the feasibility on using AdEQUATE's questionnaires as an evaluation tool for software quality evaluation.
An important factor for successful software process improvement are people, which need to be moti... more An important factor for successful software process improvement are people, which need to be motivated and adequately trained to perform the process(es) being improved. And, although, there exist various software process improvement approaches, they, generally, do not provide detailed information on when to train what to which level of detail using which methodology. This paper reports our experiences and lessons learned in designing a tailored training program throughout a software process improvement initiative at the CYCLOPS Group at the
arXiv (Cornell University), Aug 24, 2022
TMIC is an App Inventor extension for the deployment of ML models for image classification develo... more TMIC is an App Inventor extension for the deployment of ML models for image classification developed with Google Teachable Machine in educational settings. Google Teachable Machine, is an intuitive visual tool that provides workflow-oriented support for the development of ML models for image classification. Aiming at the usage of models developed with Google Teachable Machine, the extension TMIC enables the deployment of the trained models exported as TensorFlow.js to Google Cloud as part of App Inventor, one of the most popular block-based programming environments for teaching computing in K-12. The extension was created with the App Inventor extension framework based on the extension PIC and is available under the BSD 3 license. It can be used for teaching ML in K-12, in introductory courses in higher education or by anyone interested in creating intelligent apps with image classification. The extension TMIC is being developed by the initiative Computação na Escola of the Department of Informatics and Statistics at the Federal University of Santa Catarina/Brazil as part of a research effort aiming at introducing AI education in K-12.
Anais do III Simpósio Brasileiro de Educação em Computação (EDUCOMP 2023), Apr 24, 2023
Anais do XXX Workshop sobre Educação em Computação (WEI 2022), Jul 31, 2022
Considering the relevance of Machine Learning (ML) currently, it has become important to populari... more Considering the relevance of Machine Learning (ML) currently, it has become important to popularize ML concepts already in High School. Yet, so far there are very few initiatives with such a focus available on this educational stage. Therefore, this article presents an online course developed to teach basic understanding and the application of ML and neural networks in High School. A preliminary evaluation indicates that the course can provide an effective, useful and interesting learning experience. Designed in an interdisciplinary way, the course can, thus, be an option for teaching ML focusing on the classification of images with Deep Learning in High School in Brazil in conformity with curricular guidelines.
Informatics in education, May 28, 2022
Although Machine Learning (ML) has already become part of our daily lives, few are familiar with ... more Although Machine Learning (ML) has already become part of our daily lives, few are familiar with this technology. Thus, in order to help students to understand ML, its potential, and limitations and to empower them to become creators of intelligent solutions, diverse courses for teaching ML in K-12 have emerged. Yet, a question less considered is how to assess the learning of ML. Therefore, we performed a systematic mapping identifying 27 instructional units, which also present a quantitative assessment of the students' learning. The simplest assessments range from quizzes to performance-based assessments assessing the learning of basic ML concepts, approaches, and in some cases ethical issues and the impact of ML on lower cognitive levels. Feedback is mostly limited to the indication of the correctness of the answers and only a few assessments are automated. These results indicate a need for more rigorous and comprehensive research in this area.
Informatics in Education
Machine Learning (ML) is becoming increasingly present in our lives. Thus, it is important to int... more Machine Learning (ML) is becoming increasingly present in our lives. Thus, it is important to introduce ML already in High School, enabling young people to become conscious users and creators of intelligent solutions. Yet, as typically ML is taught only in higher education, there is still a lack of knowledge on how to properly teach younger students. Therefore, in this systematic literature review, we analyze findings on teaching ML in High School with regard to content, pedagogical strategy, and technology. Results show that High School students were able to understand and apply basic ML concepts, algorithms and tasks. Pedagogical strategies focusing on active problem/project-based hands-on approaches were successful in engaging students and demonstrated positive learning effects. Visual as well as text-based programming environments supported students to build ML models in an effective way. Yet, the review also identified the need for more rigorous evaluations on how to teach ML.
Sure : uma proposta de questionário e escala para avaliar a usabilidade de aplicações para smartp... more Sure : uma proposta de questionário e escala para avaliar a usabilidade de aplicações para smartphones pós-teste de usabilidade
arXiv (Cornell University), Jul 5, 2023
Resumo. Ferramentas de Gerenciamento de Projetos (GP) são essenciais para gerenciar projetos de s... more Resumo. Ferramentas de Gerenciamento de Projetos (GP) são essenciais para gerenciar projetos de software de forma apropriada. O uso destas ferramentas é uma importante competência para os profissionais da área de Computação, e seu ensino é abordado nos cursos superiores desta área. Neste contexto, ferramentas de GP de uso geral são geralmente adotadas. Porém, a falta de aspectos didáticos destas ferramentas vem motivando o desenvolvimento de ferramentas educacionais de GP. Neste sentido, este trabalho apresenta um estudo de caso utilizando a ferramenta educacional de GP – dotProject+. Foram coletados os feedbacks tanto da perspectiva dos alunos quanto dos professores, os quais são analisados e discutidos. Os resultados demonstram que o dotProject+ contribui para aprendizagem dos alunos, e facilita o ensino de forma mais completa pelos professores.
Americas Conference on Information Systems, 2012
Developing high-quality asynchronous store-and-forward telemedicine systems (ASFTSs) remains a ch... more Developing high-quality asynchronous store-and-forward telemedicine systems (ASFTSs) remains a challenge. However, there is no accepted understanding as to what are the important quality characteristics for this type of software system and/or what defines a mature software process for producing high-quality ASTFSs. Through adopting a multi-step research methodology, we define a quality model for ASFTSs indicating relevant quality characteristics and their priority for this specific type of software system based upon ISO/IEC 25010. We, then, propose an extended software process capability/maturity model based on ISO/IEC 15504 and ISO/IEC 12207 to meet these particular quality requirements. The resulting model can be used to both guide the development and the evaluation of such systems. We expect that the availability of such a customized model will facilitate the development of high-quality ASFTSs, reducing related risks and improving the quality of telemedicine services.
Advances in educational technologies and instructional design book series, 2019
Digital games are considered an effective and efficient instructional strategy for computing educ... more Digital games are considered an effective and efficient instructional strategy for computing education. However, there are few empirical studies providing sound evidence on the benefits of such educational games. In this respect, the objective of this chapter is to present a comprehensive analysis in order to summarize empirical evidence on the benefits of digital games used as an instructional strategy for computing education. The analysis is based on data collected from 21 case studies that use the MEEGA model, the most commonly used model for educational games' evaluation, evaluating 9 different games, involving a population of 344 students. The results indicate that digital games can yield a positive effect on the learning of computing, providing a pleasant and engaging experience to the students and motivating them to study. These results may guide instructors in the selection of educational games as instructional methods and guide game creators with respect to the development of new games.
Educational games have been used as an innovative instructional strategy in order to achieve lear... more Educational games have been used as an innovative instructional strategy in order to achieve learning more effectively in Software Engineering (SE) education. However, it is essential to systematically evaluate such games in order to obtain sound evidence on their benefits. And, although, several SE games have been evaluated adopting diverse research designs and measurements, so far no larger scale study across different games has been conducted. In this respect, this article presents a comprehensive analysis in order to summarize empirical evidence on the benefits of digital and non-digital games used for SE education. The analysis is based on data collected from 43 case studies that use MEEGA, the most commonly used model for educational game evaluation, evaluating 20 different SE games, involving a total population of 723 students. Our analysis indicate evidence that digital and non-digital games can yield a positive effect on the learning of SE, providing a pleasant and engaging experience to the students and motivate them. Our analysis also points out that non-digital games more easily seem to promote a more positive experience, principally in terms of fun and social interaction than the digital ones used for teaching SE. These results may guide SE instructors in the selection of educational games as instructional methods and guide game creators with respect to the development of new games.
Informatics in education, May 24, 2023
Information technology (IT) is transforming the world. Therefore, exposing students to computing ... more Information technology (IT) is transforming the world. Therefore, exposing students to computing at an early age is important. And, although computing is being introduced into schools, students from a low socioeconomic status background still do not have such an opportunity. Furthermore, existing computing programs may need to be adjusted in accordance to the specific characteristics of these students in order to help them to achieve the learning goals. Aiming at bringing computing education to all middle and high-school students, we performed a systematic literature review, in order to analyze the content, pedagogy, technology, as well as the main findings of instructional units that teach computing in this context. First results show that these students are able to learn computing, including concepts ranging from algorithms and programming languages to artificial intelligence. Difficulties are mainly linked to the lack of infrastructure and the lack of pre-existing knowledge in using IT as well as creating computing artifacts. Solutions include centralized teaching in assistive centers as well as a stronger emphasis on unplugged strategies. However, there seems to be a lack of more research on teaching computing to students from a low socioeconomic status background, unlocking their potential as well to foster their participation in an increasing IT market.
As Machine Learning (ML) is present in various aspects of our lives, new challenges are presented... more As Machine Learning (ML) is present in various aspects of our lives, new challenges are presented to education in order to help students to understand its potential and limits. Thus, to obtain an overview of the state of the art on teaching ML concepts in K-12, we carried out a systematic mapping. We identified 39 instructional units mostly focused on basic concepts and neural networks. Several instructional units also cover only partially the ML process, such as data management, or present certain processes only on an abstract level. Results demonstrate that teaching ML in K-12 can increase understanding and interest as well as it contextualizes ML concepts in the lives of the students. Resumo. Uma vez que a Machine Learning (ML) está presente em vários aspectos de nossas vidas, novos desafios são apresentados à educação em ajudar estudantes a entender os potenciais e limites dessa tecnologia. Para obter um panorama do estado da arte do ensino de ML, foi realizado um mapeamento sistemático. Foram identificadas 39 unidades instrucionais focadas em conceitos básicos e redes neurais. Muitas unidades abordam apenas de forma parcial o processo de ML, como gerenciamento de dados, ou apresentam alguns processos apenas de forma abstrata. Os resultados obtidos indicam que o ensino de ML na educação básica pode aumentar o entendimento e interesse, bem como contextualizar conceitos de ML na vida dos estudantes.
Springer eBooks, Dec 23, 2017
Teaching the usage of Project Management (PM) tools is an important part of Software Engineering ... more Teaching the usage of Project Management (PM) tools is an important part of Software Engineering education. In this context, instructors often adopt some professional PM tool, such as MS-Project, GanttProject or dotProject. However, as such tools lack instructional features, some studies propose the adoption of educational PM tools. Yet, even these tools may be insufficient, due to their limited content coverage, and/or not support the learning of prominent professional PM tools. Attempting to improve this situation, this paper presents the enhancement of a professional open-source PM tool – dotProject - for educational purposes. The enhancements include the completion of the support for project initiating and planning, and the reorganization of the tool's interface to assist its adoption in the classroom. Results from applying the enhanced tool in a series of case studies in PM courses, indicate that dotProject+ contributes to the students' learning and facilitates the teaching of the usage of a PM tool in alignment with the PMBOK.
Proceedings of the 12th International Conference on Computer Supported Education, 2020
Digital age has been impacted worldwide economy, human communication, knowledge access, democracy... more Digital age has been impacted worldwide economy, human communication, knowledge access, democracy and days by day citizen lives. Consequently, several international entities make strategies for educational system and to empower people to labour market. One strategy has been to define what skills are important develop in 21 st-century. To introduce educational systems approaches that aim to develop 21 st-century skills it is necessary encompass how to teach, how to learn, and how to assess this personal development. Some practices have been indicated that teaching computing in basic education could act synergistically with 21 stcentury skills learning. So that, bASES21 is an instrument created to assess such skills. The first version was tested with a group of 148 high school students. Statistical studies pointed out the need of expand the sample size. Then in a second study sample size reach 560 students. New statistical analyses were done, and it was proposed several changes in first model. The instrument upgraded can assess such skills with 56 questions instead of 82, that were originally taken. These results can be very useful to ensure to attain necessary reliability and validity and to make possible popularization in using this instrument in K12 school setting.
2016 IEEE 29th International Symposium on Computer-Based Medical Systems (CBMS), 2016
Poison Control Centres (PCCs) provide information and advise about poisoning, poisoning case mana... more Poison Control Centres (PCCs) provide information and advise about poisoning, poisoning case management, and toxicovigilance activities. They are supported by information systems that help physicians and toxicologists to attend cases of patient exposure to poisonous agents. Still, there is no consensus on how to evaluate software quality of such systems. This work performs a case study applying a customized software quality evaluation model -- the AdEQUATE model -- in order to assess the software quality of a poison control information system widely used in Brazil - the DATATOX information system. Analysing the specificities of DATATOX we customized AdEQUATE, a model for evaluating the quality of telemedicine systems based on the ISO/IEC 25010 standard through the use of a questionnaire. The questionnaire has been answered by 49 end users, and the acquired data were analysed employing descriptive statistics. Overall, the DATATOX information system has been perceived as having a good quality, specifically for characteristics like effectiveness, efficiency, and satisfaction. Nevertheless, few characteristics have been considered of low quality, including reliability, compatibility, and age. As a complement, the work attest the feasibility on using AdEQUATE's questionnaires as an evaluation tool for software quality evaluation.
An important factor for successful software process improvement are people, which need to be moti... more An important factor for successful software process improvement are people, which need to be motivated and adequately trained to perform the process(es) being improved. And, although, there exist various software process improvement approaches, they, generally, do not provide detailed information on when to train what to which level of detail using which methodology. This paper reports our experiences and lessons learned in designing a tailored training program throughout a software process improvement initiative at the CYCLOPS Group at the
arXiv (Cornell University), Aug 24, 2022
TMIC is an App Inventor extension for the deployment of ML models for image classification develo... more TMIC is an App Inventor extension for the deployment of ML models for image classification developed with Google Teachable Machine in educational settings. Google Teachable Machine, is an intuitive visual tool that provides workflow-oriented support for the development of ML models for image classification. Aiming at the usage of models developed with Google Teachable Machine, the extension TMIC enables the deployment of the trained models exported as TensorFlow.js to Google Cloud as part of App Inventor, one of the most popular block-based programming environments for teaching computing in K-12. The extension was created with the App Inventor extension framework based on the extension PIC and is available under the BSD 3 license. It can be used for teaching ML in K-12, in introductory courses in higher education or by anyone interested in creating intelligent apps with image classification. The extension TMIC is being developed by the initiative Computação na Escola of the Department of Informatics and Statistics at the Federal University of Santa Catarina/Brazil as part of a research effort aiming at introducing AI education in K-12.
Anais do III Simpósio Brasileiro de Educação em Computação (EDUCOMP 2023), Apr 24, 2023
Anais do XXX Workshop sobre Educação em Computação (WEI 2022), Jul 31, 2022
Considering the relevance of Machine Learning (ML) currently, it has become important to populari... more Considering the relevance of Machine Learning (ML) currently, it has become important to popularize ML concepts already in High School. Yet, so far there are very few initiatives with such a focus available on this educational stage. Therefore, this article presents an online course developed to teach basic understanding and the application of ML and neural networks in High School. A preliminary evaluation indicates that the course can provide an effective, useful and interesting learning experience. Designed in an interdisciplinary way, the course can, thus, be an option for teaching ML focusing on the classification of images with Deep Learning in High School in Brazil in conformity with curricular guidelines.
Informatics in education, May 28, 2022
Although Machine Learning (ML) has already become part of our daily lives, few are familiar with ... more Although Machine Learning (ML) has already become part of our daily lives, few are familiar with this technology. Thus, in order to help students to understand ML, its potential, and limitations and to empower them to become creators of intelligent solutions, diverse courses for teaching ML in K-12 have emerged. Yet, a question less considered is how to assess the learning of ML. Therefore, we performed a systematic mapping identifying 27 instructional units, which also present a quantitative assessment of the students' learning. The simplest assessments range from quizzes to performance-based assessments assessing the learning of basic ML concepts, approaches, and in some cases ethical issues and the impact of ML on lower cognitive levels. Feedback is mostly limited to the indication of the correctness of the answers and only a few assessments are automated. These results indicate a need for more rigorous and comprehensive research in this area.
Informatics in Education
Machine Learning (ML) is becoming increasingly present in our lives. Thus, it is important to int... more Machine Learning (ML) is becoming increasingly present in our lives. Thus, it is important to introduce ML already in High School, enabling young people to become conscious users and creators of intelligent solutions. Yet, as typically ML is taught only in higher education, there is still a lack of knowledge on how to properly teach younger students. Therefore, in this systematic literature review, we analyze findings on teaching ML in High School with regard to content, pedagogical strategy, and technology. Results show that High School students were able to understand and apply basic ML concepts, algorithms and tasks. Pedagogical strategies focusing on active problem/project-based hands-on approaches were successful in engaging students and demonstrated positive learning effects. Visual as well as text-based programming environments supported students to build ML models in an effective way. Yet, the review also identified the need for more rigorous evaluations on how to teach ML.
Sure : uma proposta de questionário e escala para avaliar a usabilidade de aplicações para smartp... more Sure : uma proposta de questionário e escala para avaliar a usabilidade de aplicações para smartphones pós-teste de usabilidade