In attempt to help users in filtering available products, recommender systems are being used by e-commerce systems to try to predict users' preferences and suggest them new products. Some recommender systems are based in previous ratings and evaluations provided by users to purchased items. When new users or new items join in recommender systems they can suffer by the so called cold-start problem. However, do you rate the products that you bought? This question and other ones were made to 367 participants by an online survey that aims to identify customer profiles and motivations. Also, we investigated user engagement in gamified systems and the effects of tangible and intangible rewards in their behavior. This work presents a theoretical framework that provides basis for defining how gamification can be used to encourage ratings and improve user engagement in tasks that benefit user reputation, item reliability and to overcome cold-start problem.
This paper presents the lessons learned from a methodology created to support the teaching programming for beginners based on a virtual classroom and exercises linked with student leisure interests. We also discuss the challenges and possibilities arose from integration of multiple spaces and existing tools on the Internet.
ResumoEste artigo apresenta os resultados e as lições aprendidas relacionadas a uma metodologia para apoiar o ensino de programação para iniciantes. Buscou-se criar alternativas para ampliar o espaço de encontros presenciais com a criação de uma sala de aula virtual e uso de enunciados de exercícios que nos permitissem aproximar dos interesses dos alunos por meio de situações ancoradas nos seus hábitos de lazer. Discute-se a questão dos desafios e possibilidades da integração de múltiplos espaços e ferramentas existentes na Internet, a questão da motivação para realizar as tarefas a partir da oferta de exercícios que estejam relacionados ao cotidiano dos alunos.
Palavras-chaveEnsino de Programação. Salas Virtuais. Metodologias.
1.Entendendo o contexto, o problema e a metodologia.
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