International Journal of Information and Education Technology, Vol. 13, No. 3, March 2023
Using the Methodology Problem-Based Learning to Teaching
Programming to Freshman Students
João Paulo Aires, Simone Bello Kaminski Aires, Maria João Varanda Pereira*, and Luis Manuel Alves
Abstract—This work registers the initial results of a teaching
strategy implemented with students entering the Algorithms
discipline with a higher degree in Computing. This discipline
offered to first-year students records cases of dropout and
evasion. Thus, it is necessary to implement teaching strategies to
provide engagement, interest, and motivation with the subjects
worked on. The main objective is apply an active methodology
problem-based learning in programming teaching. In this work
participated 177 students in the years 2019-2 (47),
2020-1/2020-2 (83), and 2021-2 (47), enrolled in the first period
of the course. The methodology adopted for the development of
this study consisted of: use of questionnaires to measure prior
knowledge about computing concepts; group discussion of the
answers recorded in the questionnaire; development of an APP
for smartphone; use of the PBL (Problem-based learning)
methodology as a learning strategy. It is an activity related to
the active teaching and learning methodology of problem-based
learning that is being developed on the first day of class in
groups of up to five students. The strategy consisted of two
actions: 1) answering a questionnaire associating everyday
computing elements; and 2) even though the programming
concepts were not presented, the groups were challenged to
develop a smartphone application. Each group received a
questionnaire containing 19 questions divided into four blocks.
What can be seen from the completion of this work was the
enthusiasm, motivation, and engagement of the students, who,
even though they were newcomers, organized themselves into
groups and researched the necessary strategies to complete the
challenge. When measuring the knowledge obtained through
the application of a questionnaire relating to the content (with
the participation of 62% of students), it was found that 81% of
the participants obtained the necessary grade for approval of
that content. Following the strategy of an active methodology of
learning and teaching that favors the protagonism and
autonomy of the student, we concluded that strategy was
benefic for to the students, and the teacher acted as a guide in
the teaching process, directing what should be researched to
find the solution and serving as a tutor in the resolution of the
problem presented. Preliminarily, part of this study was
presented at the 2nd International Computer Programming
Education Conference.
essential elements, from basic education to postgraduate
studies, to make this progress possible: 1) people who are
enthusiastic about transforming educational processes; 2)
school/university management combined with the interests of
the community [1]. Several studies point out that the lack of
motivation of students, which causes them to drop out or fail
in undergraduate courses, is associated with factors inside
and outside of the classroom [2, 3]. Among them, the
following stand out: the teacher’s teaching and learning
methodology; students’ immaturity when entering higher
education; and the student’s prior knowledge, which can
favor a significant learning outcome [4].
Specifically in computing teaching the authors of [5]
report that students usually have learning difficulties “as they
need to develop computational skills and thinking” (p. 1).
Garcia and Oliveira et al. [6] point out that Computer Science
disciplines are characterized by having high failure rates, “as
they require logical reasoning and mathematical knowledge”.
Additionally
highlights that the area has been
experiencing constant challenges (and, consequently,
problems) [7]. In this scenario, there are teachers investing a
lot of time for the content and little time for practical and
stimulating activities, generating students who are
unmotivated and frustrated with the discipline. This makes
“the classroom much more of an environment to be avoided
than desired” (p. 233).
So, for learning to occur effectively, it is essential that the
discipline, whenever possible, implement differentiated
teaching methods in order to make the student a protagonist
of learning and promote the absorption of the content in an
appropriate way [8]. In this way, with the objective of
promoting the engagement and motivation of students and
consequently expanding the use of the content, it was
proposed applying a teaching and learning methodology
based on problems. This methodology was used on the first
day of class in the Algorithms discipline in an undergraduate
course in Computing. It is important to note that, to carry out
the activity, no prior knowledge about programming was
necessary.
Thus, one of the purposes of the study was the application
of a differentiated teaching methodology, to make students
reflect on basic/elementary concepts of computing, such as
operating systems, memory, processing, storage, data types,
input, and output, among others. Such knowledge is present
in everyday life, especially on smartphones. It is noteworthy
that, despite being an experiment carried out in the first week
of the discipline, the activity promoted motivation and
integration among the students in the class from the first day
of class, through the creation of study groups to promote
discussion about the problem presented by the teacher. The
problem proposed in the work activity allowed it to be related
Index Terms—Teaching programming, active methodologies,
learning innovation, problem-based learning
I. INTRODUCTION
Currently, through differentiated teaching methodologies,
the educational environment has made progress in students’
success [1]. Additionally, Aires and Pilatti highlight the
Manuscript received June 8, 2022; revised September 20, 2022; accepted
October 17, 2022.
João Paulo Aires and Simone Bello Kaminski Aires are with the Federal
University Technology of Parana (UTFPR), Ponta Grossa-PR, Brazil.
Maria João Varanda Pereira and Luís Manuel Alves are with the Research
Centre in Digitalization and Intelligent Robotics (CeDRI), Instituto
Politécnico de Bragança, Campus de Santa Apolónia, Portugal.
*Correspondence: mjoao@ipb.pt (M.J.V.P.)
doi: 10.18178/ijiet.2023.13.3.1825
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methodologies stand out when it comes to teaching
computing (from the most applied to the least applied):
gamification, problem-based learning, project-based learning,
peer-instruction, flipped-classroom, and team-based
learning.
The research described in [7] analysis is made of the
application of PBL in computing classes. They found that, in
the last 20 years, there has been an expansion of research in
computing, which reports the application of active
methodologies, in particular, PBL, bringing real problems to
be worked with students.
Garcia and Oliveira et al. [18] applied a teaching strategy
in the teaching of Algorithms, which involved several active
methodologies (such as gamification, TBL, PBL, and virtual
learning environments, among others) and concluded that
there were advances in student learning when compared to
traditional teaching methods.
Thus, as it is pointed out in the presented studies, it is
relevant to use innovative teaching strategies that are able to
motivate, encourage, and provide students with autonomy
and protagonism.
However, if, on the one hand, it is up to the student to seek
additional concepts to solve a given problem, on the other
hand, the application of these strategies depends, essentially,
on the teacher’s effort to organize the discipline aimed at the
students’ protagonism.
to the real world by comparing the characteristics (and
functionalities) of a smartphone with those presented on a
computer.
II. THE USE OF ACTIVE METHODOLOGIES IN THE TEACHING
AND LEARNING PROCESS
Active teaching and learning methodologies can be
understood as any teaching strategy aimed at promoting the
active participation of students in the teaching process [6, 7],
[9] and in the continuous construction of their learning in a
flexible way, to promote meaningful learning [10, 11]. In this
scenario, Fonseca and Gomez [12] point out the need to carry
out educational changes based on the competencies that
students must develop, due to the pedagogical failure of the
results-based approach.
Such active methodologies favor contact with new
experiences for students, whether in the interventions
promoted by the teacher (student-teacher dialogue) or in the
discussions promoted with colleagues [9]. Through them, the
student, autonomously, seeks the elements necessary to
consolidate knowledge, contributing to his personal and
professional life, as, in addition to strengthening his role, he
improves his ability to face daily challenges.
Additionally, Mitre et al. [13] argue that active
methodologies should always use problematization, with the
objective of challenging and motivating the student, since the
problem allows the class to analyze the objectives, reflect on
hypotheses, relate possible solutions and test/record the
findings obtained. Learning through this strategy will allow
maximum involvement of students, acting actively and
protagonist in the process of professional training.
Finally, in the understanding of Moran [14] and
complemented by Moya [9], active methodologies are based
on the student as the center of learning, being associated with
individual or group activities, participating in learning
processes in a way collaborative and through the exchange of
experiences. The teacher organizes the teaching process,
however, it is up to the student to seek new elements to favor
their learning and, with that, achieve the objectives proposed
in the discipline [9].
According to Ribeiro and Passos, Barseghian, Rodríguez
and Díaz et al. [5, 15, 16] there are several strategies to be
used in the classroom, especially: dialogued expository class;
case study; team-based learning (TBL); problem-based
learning (PBL); project-based learning (PBL); peer
instruction; Flipped classroom; gamification.
Studies carried out by [5, 7, 13, 15, 17], point out that the
use of active methodologies enables new experiences for the
class, regardless of the content being worked on. The student,
on their own and knowing the real need for such action, seeks
the new, and this initiative greatly contributes to sharpening
their critical sense and their capacity for reflection in their
professional life, working on their autonomy and ability to
face the challenges.
When it comes to teaching computing, several studies
relate positive results in the application of differentiated
methodologies inside classroom [5, 7, 18].
Ribeiro and Passos [5] analyzed 35 studies through a
systematic literature review. They found that six
III. METHODOLOGY
This work addresses the application of problem-based
learning in programming teaching through research with an
exploratory approach, using a predominantly qualitative
analysis of the problem. In relation to technical procedures, a
survey was carried out, and the composition of the
documentary corpus was based on questionnaires collected
from students enrolled in the discipline.
The teaching and learning strategy was applied on the first
day of class to a group of students in the Algorithms
discipline from the first period of the Bachelor's Degree in
Computer Science. At this point, general concepts about
memory, operating system and processing tasks are discussed
considering the student’s prior knowledge [1]. The central
idea was, through the presentation of the problem “What is
the similarity between a computer and a smartphone?” to
propose the discussion (in groups of up to four students) of
the relationship between the devices.
The methodology of this work was structured according to
the following procedures:
1) Initially, through a questionnaire containing 19 questions,
the students worked in groups and, through
brainstorming, reflected on the elements that involve the
daily use of a smartphone/computer. The questionnaire
was divided into four parts and explored previous
knowledge about the concepts presented in the questions.
2) After the group answered the questions, the teacher
promoted a discussion about the content of the
questionnaire, seeking the consensus of the class for the
main questions, relating the similarities between a
computer and a smartphone, and highlighting the initial
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total) was divided into four blocks/parts. The first block can
be seen in Fig. 1. The 19 questions can be accessed at this link
https://1drv.ms/b/s!AqqpbKeTHqetkK4f7IaYsIBbdDi3ww?
e=imoRKg.
concepts of programming.
3) After the discussion, the challenge was to develop a
calculator application that could be installed on the
groups' smartphones. The development was carried out
through programming in blocks without having explored
concepts of structured programming (such as variables,
data types, input and output, and decisions, among
others).
The objective of the proposal was to make students reflect
on the elements so that the application could be developed
(and subsequently installed). During the course development,
the content worked was related to the parts of the application
developed to allow the treated concept (variables, for
example) to be assimilated by the student.
Next, the methodological procedures are presented in more
detail.
The study was applied for three semesters (2019-2,
2020-1/2020-2, and 2021-2), in the first classes of the
Algorithms discipline of the Bachelor of Computer Science
Course, in which there were only freshmen students enrolled.
The number of participants is shown in Table I, all enrolled in
the first period of the mentioned discipline.
TABLE I: STUDENTS PARTICIPATING IN PBL
Year-Semester
Number of students
2019-2
47
2020-1 / 2020-2
83
2021-2
47
Fig. 1. A quiz about smartphone features.
Note: at the institution where the study was carried out,
due to the COVID-19 pandemic, the 2020-1 and 2020-2
semesters were implemented at the same time.
As mentioned, the teaching strategies used in the initial
classes of the Algorithms discipline were based on the active
Problem-Based Learning (PBL) methodology, which aims to
place students in front of a real problem, to be solved in a
group. It was chosen to use PBL, since, as these are students
from the first period of the course (and their first contact with
the universe of programming), this methodology allows for
different solutions to the same problem to be presented and
discussed.
To provide student interest with the content worked on in
the discipline, on the first day of class, the teacher presents a
theme that everyone is familiar with on a daily basis: the use
of smartphones. Through a set of questions, students are
encouraged to discuss the main features that mobile devices
have, such as capturing photos, making video calls, email
editing, accessing social networks, storage capacity,
Operating systems, RAM memory, among others. Then,
students must organize themselves into groups to, through a
questionnaire, reflect on the features/internal characteristics
of the devices.
In the questionnaire, students are invited to carry out an
immersion/reflection on their smartphone. Many questions
were asked based on the essential settings that are evaluated
when someone is looking for a cell phone to buy. According
to Felder and Brent [19], the tasks to be distributed to
students should be organized so that they can be performed in
a short period of time so as not to discourage the students
from participating.
Thus, the questionnaire (which contains 19 questions in
It can be seen in Fig. 1 that the activity was organized in
such a way that the questions were linked to computation
(even though it sounds basic to some students).
Such questions sought to establish a correlation between
the real world and the initial contents of the programming
discipline. After applying the questionnaire, a challenge is
proposed to the students: to design a calculator for a
smartphone.
After investigating how the smartphone works, students
are encouraged to develop their own APP so that they can test
and “display” the app working on their smartphones.
As this is the initial programming class, no concepts
related to the structure of a program have been addressed (for
example, variables, data types, and decision structures,
among others). Thus, students were instructed to create the
APP for smartphones, using the MIT APP Inventor tool [20],
in which the organization of functionalities is based on a
block structure. The platform (Fig. 2) allows the development
of the interface with a series of visual components and a
specific area for programming in blocks (Fig. 3).
Fig. 2. Home screen of APP inventor – interface development.
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answers obtained, it was possible to observe the learning
obtained by the students.
In Fig. 5 you can see steps 1 and 2 used in the proposed
methodology. Initially (step 1) the groups of students answer
the questionnaire that relates the features contained in their
smartphones to the features of a computer. After discussing
the questions proposed in the questionnaires, students are
challenged to develop a smartphone calculator (step 2).
Fig. 3. Home screen of APP inventor – block programming.
MIT APP Inventor is an open-source platform for mobile
APP development with the Android system. It was created by
Google in 2010 and is currently maintained by the
Massachusetts Institute of Technology (MIT). The platform
uses block programming language (similar to what happens
in the Scratch tool) and development is done directly in the
browser. At the end of application development, the tool
makes available the APP installer download (via a .apk file)
[20].
Fig. 4. Structure of a code in MIT APP inventor.
As you can see in Fig. 4, the code is organized through
programming blocks, in which each structure is related to the
functionality that will be performed. For example, once
you’ve been asked to create a calculator, you have a separate
block to perform each of the four basic operations (addition,
subtraction, multiplication, and division).
After the initial reflections and discussions with the class,
the teaching strategy followed the following flow:
1) The internal smartphone features questionnaire is being
discussed;
2) Challenge students to create (in groups or individually) a
smartphone calculator;
3) Without a refined explanation of programming concepts,
the class faced the challenge of developing an
application for smartphones;
4) The calculator should be developed using the MIT APP
Inventor tool;
5) The APP must be installed and tested on the smartphone;
6) Presentation of the developed APPs (in the week
following the initial discussion);
7) At the end of the proposed activities, and with the course
having advanced the content, a questionnaire is applied
with questions related to the studied computing concepts,
in order to verify how students, associate the worked
content with the features of the developed APP. With the
Fig. 5. PBL – APP smartphone.
IV. RESULTS AND DISCUSSION
As pointed out in studies on active teaching and learning
methodologies, which emphasize that groups must be
composed of a maximum of five students, the proposed
activity defines this strategy as a rule in the organization of
teams. As students are new to the computing course, the
process was conducted in order to direct the topics to be
worked on, as well as the reasoning sequence (steps) to
obtain the desired learning results. It is up to the teacher to
assume the role of advisor in this study process.
Following the work developed by Felder and Brent [19]
and to avoid the dispersion of the class, the time required to
carry out an activity in the classroom cannot exceed 20
minutes. Thus, the questionnaire containing questions for
group reflection on the internal characteristics of
smartphones and their relationship with computers was
organized into four blocks containing four to six questions
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each. In the teaching strategy used, each block of questions is
presented to the groups and, subsequently, there is a
discussion with the whole class.
The applied dynamics took place in two moments for each
block of questions. Initially, the groups met, discussed, and
researched each question presented. After ten minutes of
group discussion, the debate with the whole class is expanded,
in which each group expresses its response. During the
discussions with everyone, the cooperation between the
groups was observed, and often, one group complements the
answer of the previous one. It was up to the teacher to
intermediate/organize the responses presented and instigate
cooperation and complementation between the groups. It
should be noted that, whenever necessary, the teacher must
explain the content that is not understood or complement
some important information that has not been observed by
any group.
Figs. 6 and 7 show the responses recorded by the groups,
taking into account the 19 questions provided in the activity
for the class (answers from other groups can be seen in [21].
As indicated in the methodology section, the questionnaire
was sized so as not to generate low student involvement.
information for the same question due to the configuration of
the group members’ devices. This was very interesting, as it
demonstrates that they perceived the existence of different
configurations, favoring the discussion of important aspects
and also carrying out a deeper analysis at the time of a future
acquisition.
After this phase, the challenge of developing a calculator
for smartphones was launched, which should be installed on
the group’s devices. When this problem was presented to the
class, it was found that some students with greater knowledge
questioned whether they could develop the APP using prior
programming knowledge, for possible validations, for
example. On the other hand, those students who do not have
experience with the content were apprehensive, scared, and
worried about the strategy that should be used to solve the
task.
At this point, it was up to the teacher to present some
possibilities to solve the problem. Among them, the APP
inventor programming environment is displayed (available at
[20]), in which it is possible to perform the task using only
block programming (similar to what happens in Scratch). The
teacher’s intervention, directing the environment to be used
by the students, does not solve the problem. This action
works as a tutoring/orientation, indicating to students what
should be researched, so that, in an autonomous way, they
can reflect on and develop the proposed problem.
Fig. 8 illustrates some of the screens of applications
created by students (and installed on smartphones to
demonstrate how they work), proving that the groups found a
solution to the proposed challenge. Note the diversity of
ideas that emerged, each with a different interface and
without the need to initially use lines of code in a
programming language.
Fig. 6. Answer blocks from different groups.
Fig. 8. Some calculator screens.
Additionally, it can be seen that Fig. 8 registers the essence
of the PBL methodology, in which it points out that a
problem has numerous solutions. Each group structured the
interface using different strategies.
Additionally, is verified in Fig. 9 (a) and (b) the code
blocks used in distinct groups. It is important to note that the
problem presented did not charge or require the entry
validation rule for numbers, for example. This situation
(entry validation) was pointed out when presenting the
programming content and, by reviewing the developed
applications and entering the data, the students were able to
understand the need to restrict a certain number to be entered
(as in the case of a division by zero, for example).
Anyway, even though it was not explicitly stated, some
groups had the perception of validating the entries (as in the
case of requiring only numbers and not allowing blank
Fig. 7. Answer blocks from different groups.
What can be seen is that the answers follow the
particularities of the smartphones of each student/group. It is
also observed that some groups registered different
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information, for example), as can be seen in the validation
blocks identified in Fig. 9 (b).
between the problem studied and the concepts included in the
proposed challenge.
Some of the applied questions are listed below:
1) Which questions or subjects, based on the topics
discussed in the cell phone activity, provided you with
new knowledge?
2) In general terms, would you know how to explain the
computer system that sends an e-mail? What would be
the input(s), processing(s), and output(s)?
3) Who manages the memory space on the cell phone?
4) When we install an APP on our cell phone, is it stored in
non-volatile memory (SSD)?
5) Whenever I open an APP (e.g. Instagram) is it loaded
into the SSD memory?
With the students’ answers, Table II presents the averages
obtained by the classes, as well as the highest and lowest
grades. As can be seen, considering the average obtained in
the questionnaire in each semester of application, it appears
that the students were able to relate the computing concepts
through the proposed challenge. It should be noted that in the
2019-2 semester, as this was the first time the proposal was
implemented, the questionnaire was not applied. This was
only carried out in the following semesters, at which time
refinements were made to the proposal, such as adjustments
to the 19 questions in the initial questionnaire, organization
of virtual rooms for group discussion (with the collaboration
of the professor, to advise on any eventual doubts).
(a)
(b)
Fig. 9. (a) Code blocks used by one of the groups; (b) Code blocks used by
another of the groups.
As can be seen in Fig. 9(a), the blocks used to build the
calculator (and perform the calculations) were organized
without worrying about validating the numbers entered.
Since such verification was not required (the problem was
to develop and install the APP on the smartphone), this
cannot be understood as a student error, since the teaching
methodology itself indicates that every solution to the
problem, as long as it solves it, is understood to be adequate.
For example, if in a calculator perform takes place the
calculation 4 – 8 (with or without implemented validation),
the result will be −4. The fact that there is validation for this
particular calculation would make no difference.
Fig. 10 presents the screen of an APP, developed by one of
the groups, and the code corresponding to the functionalities
required in the proposed challenge. As you can see, the
programming is organized using the blocks predefined in the
APP Inventor platform, making the structuring of the code a
task performed in an intuitive way (based on components and
actions registered on the screen of the developed
application).
TABLE II: AVERAGE OBTAINED IN THE STRATEGY EVALUATION
QUESTIONNAIRE
Year-Semester
2019-2
2020-1/2020-2
2021-2
Lowest
Grade
*
2.8
4.5
Highest
Grade
*
10
10
Average
obtained
*
7.7
7.4
The 2020-1/2020-2 class was composed of 87 students and,
of these, 67 answered the applied questionnaire, recording an
average grade of 7.7. Of the total responses, 56 students
(84% of respondents) scored above the university average
(6.0 points) and 11 students (16%) scored lower. Of these 11
students, six of them scored between 5.1 and 5.8 (close to the
passing rate). The 2021-2 class was composed of 50 students
and 43 answered the questionnaire, obtaining an average of
7.4. Of the responses recorded, 33 students (78% of
respondents) scored above the university average and 10
students (22%) scored lower. In view of the average
presented in the applied questionnaire, it is understood that
the teaching strategy used favored the learning of the class.
When analyzing the results obtained, it is possible to
affirm that the strategy used in the classroom had positive
results, since the students were able to relate the concepts
covered in the activity with the contents necessary for the
beginning of the discipline, since most respondents in both
questionnaire application opportunities (81%) scored above
the average required for approval.
When observing the activities carried out by the groups, it
was found that the experience proved to be valid and
interesting, due to the involvement of students, their
integration in the groups, the motivation in the discussions
promoted with group colleagues, and those promoted by the
Fig. 10. APP developed by students.
To consolidate the acquired knowledge and measure what
each student was able to understand about the contents
covered in the strategy implemented in PBL, a questionnaire
was applied using the Moodle platform, containing 13
questions (three descriptive questions and ten
multiple-choice questions) related to the topics discussed and
researched during the performance of the programmed
activities. The purpose of applying the questionnaire was to
verify how each student would make the relationship
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teacher, and the developed applications.
Additionally, it is highlighted that the anxiety and concern
presented by freshman students at the beginning of the course
were overcome through their engagement in carrying out the
work. What at the beginning was something that worried
them, as they thought they were not capable of doing it,
generated additional motivation and disputes in the group, to
see who could finish first. The exchange of the APP
developed among the students was observed, as well as
others implemented by them on the platform, which was
possible with the experience and knowledge acquired in this
activity.
[2]
[3]
[4]
[5]
[6]
[7]
V. CONCLUSION
The use of a differentiated teaching and learning
methodology, provided moments of relaxation, motivation,
class involvement, and integration among colleagues who
had just met. The initial impact and anxiety gave way to the
motivation to learn the content presented, with one detail:
some students who participated in the experience had not had
contact with programming before entering the course.
The immersion of the groups in the use of APP Inventor, to
develop the solution that worked on a smartphone, allowed
them to explore the creativity and freedom to register the
group's solution. This ensured that they overcame the
challenge and delivered a product that solved the problem
initially presented. As pointed out by the students in the
evaluation of the strategy, it appears that the teaching
proposal was well received by the class, which allows for
progress in the application of other innovative teaching
methodologies so that the contents are better used by students
and provide them autonomy, protagonism, and meaningful
learning.
In the evaluation of acquired knowledge, carried out in
2020-1/2020-2 and 2021-2 using a questionnaire containing
questions related to the content, it was found that most
students had a satisfactory performance (81% obtained a
grade above the passing grade at the university). Thus, it is
understood that the teaching problem made available to
students was well suited, promoting active involvement of
each student in the activity and, therefore, greater absorption
of the knowledge presented.
[8]
[9]
[10]
[11]
[12]
[13]
[14]
[15]
[16]
[17]
[18]
[19]
CONFLICT OF INTEREST
[20]
[21]
The authors declare no conflict of interest.
Copyright © 2023 by the authors. This is an open access article distributed
under the Creative Commons Attribution License which permits unrestricted
use, distribution, and reproduction in any medium, provided the original
work is properly cited (CC BY 4.0).
AUTHOR CONTRIBUTIONS
João Paulo Aires and Simone Bello Kaminski Aires,
structured and applied the teaching strategy, data analysis
and article writing. Maria João Varanda Pereira and Luis
Manuel Alves organized the bibliographic survey, translated
the article into English and revised the writing. Finally, it is
noteworthy that all authors read the final version and agreed
with the publication of the manuscript.
João Paulo Aires got the PhD in science and
technology teaching at the Federal Technological
University of Paraná (UTFPR); the master in
computer science from the Federal University of
Paraná (UFPR); the bachelor in computer science
from the State University of Ponta Grossa (UEPG).
He is professor at the Federal Technological
University of Paraná (UTFPR) – Campus Ponta
Grossa, where he holds the position of Planning and
Finance Advisor. He has researched the topics of plagiarism, academic
integrity, and active teaching and learning methodologies. He is the leader of
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the research group innovation in teaching and learning and academic
integrity. He is currently a permanent professor at the Graduate Program in
Science and Technology Teaching (PPGECT) at the Campus Ponta Grossa
of UTFPR. As computer-science researcher, he is interested the following
areas: algorithms, teaching and learning in programming, methodology
actives, databases system. Also, he develops research in plagiarism,
academic misconduct, and academic dishonesty.
91 articles at international conferences, more than half of which are indexed.
She is responsible for or participates in several research projects with
international partners from countries such as: Poland, Italy, Spain, Romania,
Serbia, Slovenia, Argentina and Brazil.
Luis Manuel Alves got the MSc in computer science
from the University of Porto in 2001. Currently is
waiting for public examination of the PhD thesis in the
information systems and technologies doctorate
program at the School of Engineering of the University
of Minho with the title “Empirical Software
Engineering in Educational Context”. He is a research
collaborator member at ALGORITMI Research Center in the
Software-based Information Systems Engineering and Management Group
(SEMAG) integrated in the Information Systems and Technologies (IST)
line. He is currently Assistant Lecturer at the Technology and Management
School of the Polytechnic Institute of Bragança at the Informatics and
Communications Department, where he teaches different courses in the
broader are of programming. His scientific interests and publications concern
on empirical software engineering, software metrics, software process
improvement, project management and computer-assisted education.
Simone Bello Kaminski Aires got the PhD in applied
informatics from the Pontifical Catholic University of
Paraná (PUC-PR); the master in computer science from
the Pontifical Catholic University of Paraná (PUC-PR);
the bachelor in computer science from the State
University of Ponta Grossa (UEPG). She is a professor
at the Federal Technological University of Paraná
(UTFPR) – Campus Ponta Grossa. Her research
interests are in the area of computing, with emphasis on analysis in
programming algorithms, mainly on the following topics: handwriting
recognition, symbol recognition, digital documents, and forensic science. In
addition, the application of training is taught to the science of improvement
courses and learning methodologies course learning.
Maria João Varanda Pereira was born in November
1971 in Braga and received the M.Sc. and Ph.D.
degrees in computer science from the University of
Minho in 1996 and 2003 respectively. She is
integrated member of the Research Centre in
Digitalization and Intelligent Robotics (CeDRI),
Instituto Politécnico de Bragança and collaborator
member of the Language Processing group in the
Algoritmi Research Center, at the University of Minho. She is currently
coordinator professor at the Technology and Management School of the
Polytechnic Institute of Bragança, and she is vice-president of the same
school. As computer-science researcher from 25 years ago, she is interested
and supervised 25 Master students and 2 PhD studentsin the following areas:
Domain Specific Software Development, Visualization Tools,
Human-Computer Interaction, QA Systems, Data Science, Machine
Learning, Learning Analytics, Generation of Virtual Learning Spaces and
Computer-assisted Education. She is co-author of 25 articles in journals and
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