Giani Petri

Giani Petri
Universidade Federal de Santa Maria · UFSM Polytechnic School

PhD
Professor at Federal University of Santa Maria, Brazil

About

61
Publications
66,394
Reads
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633
Citations
Citations since 2017
39 Research Items
626 Citations
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2017201820192020202120222023020406080100120140
2017201820192020202120222023020406080100120140
2017201820192020202120222023020406080100120140
Introduction
Giani Petri is a professor at the Federal University of Santa Maria (UFSM), Brazil. He holds a PhD in Computer Science at the Federal University of Santa Catarina (UFSC), Brazil, a master's degree in Computer Science at the Federal University of Santa Maria (UFSM), and a degree in Information Systems at the Brazilian Lutheran University, Brazil. His main research interests are in computing/software engineering education and educational games.
Additional affiliations
March 2015 - present
Federal University of Santa Catarina
Position
  • PhD Student
March 2014 - present
Federal University of Santa Maria, Brazil
Position
  • Professor

Publications

Publications (61)
Conference Paper
Estudos demonstram os benefícios do uso de jogos educacionais, em especial jogos físicos de tabuleiro, para a simulação de atividades e/ou revisão de conceitos de forma motivadora e atrativa. Um desafio, no entanto, é criar, em um contexto de ensino remoto, a interação social que jogos de tabuleiro físicos intrinsecamente criam. O objetivo deste ar...
Article
A emergência sanitária imposta pelo vírus da Covid-19 fez com que todos os educadores transformassem suas metodologias de ensino, explorando diferentes tecnologias, incluindo, os jogos digitais. Para o ensino de língua inglesa, diversos jogos têm sido utilizados em sala de aula para motivar os alunos e potencializar o processo de aprendizagem. No e...
Article
Full-text available
Tecnologias educacionais têm sido inseridas em sala de aula com o objetivo de desenvolver competências e motivar os estudantes. Em cursos de graduação em computação, guias de currículo recomendam o uso de ferramentas para o ensino prático de gerência de projetos. No entanto, na prática, o uso de tecnologias educacionais no ensino de GP em cursos de...
Article
Full-text available
Jogos educacionais têm sido utilizados como uma estratégia instrucional inovadora para o ensino de computação. Esses jogos, além de possuir características de jogos de entretenimento, são projetados especificamente para o desenvolvimento de competências e/ou habilidades. No ensino de computação, jogos são usados para fornecer mais oportunidades prá...
Chapter
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 ben...
Chapter
In today’s knowledge society, knowing how to interpret, search, communicate, and share new information are key skills for a successful citizen. Such skills, known as 21st-century skills, include critical thinking, teamwork, communication, among others. Currently, there are several proposals on how to integrate the learning of these skills in K-12 t...
Article
Full-text available
Teaching computing in schools has become a worldwide trend. This is operationalized through diverse instructional methods, including educational games. As it is essential to systematically evaluate the quality of such games for computing education in school, the objective of this article is to present the design and evaluation of the MEEGA+KIDS mod...
Article
Full-text available
Resumo Jogos educacionais estão sendo usados como uma estratégia instrucional inovadora para o ensino e aprendizagem em diversas áreas de conhecimento. No entanto, é essencial avaliar sistematicamente esses jogos a fim de obter evidências de suas contribuições. Atualmente, existem poucos modelos/métodos que forneçam um suporte sistemático para a av...
Article
Full-text available
Atualmente se observa uma ênfase maior no ensino do pensamento computacional já na educação básica como uma das habilidades do século XXI. O pensamento computacional descreve um modo específico de raciocínio algorítmico baseado em conceitos e processos derivados da programação de computadores. Uma maneira de ensinar conceitos relacionados sobre alg...
Conference Paper
Full-text available
Games are assumed to be an effective and efficient instructional strategy for computing education. However, it is essential to systematically evaluate such games to obtain sound evidence of their quality. In this regard, the objective of this research is to develop and evaluate an evaluation method (MEEGA+) providing a comprehensive support for eva...
Article
Teaching computational thinking in K-12 as a 21th century skill is becoming increasingly important. Computational thinking describes a specific way of reasoning building on concepts and processes derived from algorithms and programming. One way to teach these concepts is games as an effective and efficient alternative. This article presents SplashC...
Article
Full-text available
The insertion of technologies in the educational scope has fomented new educational resources and experiences to its users, able to aid in the process of teaching and learning in different areas. Among emerging technologies, the use of augmented reality on mobile devices has stood out because of the combination of enhanced multimedia features and m...
Article
Full-text available
Software Project Management (SPM) is considered important to ensure that software projects are delivered with success, with respect to project scope, time, cost and quality requirements. However, teaching SPM remains a challenging issue. In this context, educational games have been used in order to provide more practical opportunities in SPM educat...
Article
Full-text available
Mobile Augmented Reality (MAR) approaches have been applied as an instructional strategy in educational contexts. In this respect, it is important to identify how these approaches have been developed and evaluated with the purpose to identify their quality and benefits. The goal of this article is to identify the state-of-the-art on how the MAR has...
Conference Paper
Full-text available
Despite the importance that computer thinking and programming have in the industrial field currently, the majority of the students consider that these competences have no relevance within their degrees, which causes absenteeism, lack of interest, and reduces the motivation and the engagement of the students within the related courses. Therefore, th...
Preprint
Full-text available
Teaching computational thinking in K-12 as a 21th century skill is becoming increasingly important. Computational thinking describes a specific way of reasoning building on concepts and processes derived from algorithms and programming. One way to teach these concepts is games as an effective and efficient alternative. This article presents SplashC...
Article
In today's knowledge society, knowing how to interpret, search, communicate and share new information are key skills for a successful citizen. Such skills, known as 21st century skills, include critical thinking, teamwork, communication, among others. Currently, there are several proposals on how to integrate the learning of these skills in basic e...
Thesis
Full-text available
Educational games are supposed to be an effective and efficient instructional strategy for teaching and learning in diverse knowledge areas, including computing. Especially in software engineering education, games have been used in order to provide more practical learning opportunities to computing students, contributing to students’ learning, moti...
Conference Paper
Full-text available
Educational games are an innovative approach for teaching. It is necessary to evaluate games to obtain evidence about the benefits of adopting them. MEEGA+ is a model for evaluating games used for teaching computer science and analyses the experience and perception about learning from the point of view of students and instructors. Although providin...
Article
Full-text available
Driven by the need to provide more hands-on opportunities to computing students, educational digital and non-digital games have been used as an instructional strategy for teaching Software Project Management (SPM). However, a question that arises is to which regard the expected benefits of these games are real. Thus, the objective of this study is...
Technical Report
Full-text available
Educational games are assumed to be an effective and efficient instructional strategy for computing education. However, it is essential to systematically evaluate such games in order to obtain sound evidence on their quality. A prominent evaluation model is MEEGA+, a model to evaluate the quality of educational games used as instructional strategy...
Conference Paper
Full-text available
Non-digital educational games (board and card games, paper & pencil, etc.) are also being used for computing education. However, there are few empirical studies providing sound evidence on the benefits of this kind of games. Consequently, a question that arises is to which regard the expected benefits of these games are real. Thus, the objective of...
Chapter
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 ben...
Conference Paper
Full-text available
O cenário atual do setor de software requer profissionais qualificados e que conheçam os processos de gerenciamento de projetos. Neste contexto, dinâmicas vivenciais e de simulação, utilizadas em workshops profissionais, estão sendo utilizadas no contexto acadêmico para o ensino de gerenciamento de projetos. Assim, este trabalho objetiva avaliar a...
Conference Paper
Full-text available
The development of personal and social skills of information technology students is a relevant task that can promote the employability of future computing professionals. In order to promote the importance of these skills and help students in their development and improvement, a workshop was organized based on serious games. Two serious games were a...
Technical Report
Full-text available
Educational games are assumed to be an effective and efficient instructional strategy for computing education. However, it is essential to systematically evaluate such games in order to obtain sound evidence on their quality. A prominent evaluation model is MEEGA (Model for the Evaluation of Educational Games) providing a support to evaluate games...
Article
Full-text available
Os jogos educacionais têm sido utilizados como uma estratégia inovadora para o ensino de Engenharia de Software (ES) no Brasil. No entanto, é essencial avaliar estes jogos para obter evidências sobre a sua qualidade. Diante disso, o objetivo deste artigo é sintetizar evidências empíricas sobre a qualidade dos jogos digitais e não-digitais utilizado...
Article
Full-text available
The management of contemporary software projects is unfeasible without the support of a Project Management (PM) tool. In order to enable the adoption of PM tools in practice, teaching its usage is important as part of computer education. Aiming at teaching PM tools, several approaches have been proposed, such as the development of educational PM to...
Article
Full-text available
The objective of this article is to present the development and evaluation of dETECT (Evaluating TEaching CompuTing), a model for the evaluation of the quality of instructional units for teaching computing in middle school based on the students' perception collected through a measurement instrument. The dETECT model was systematically developed and...
Conference Paper
Full-text available
Educational games are assumed to be an efficient instructional strategy for computing education. However, it is essential to systematically evaluate such games in order to obtain sound evidence on their quality. A prominent model for the evaluation of educational games is MEEGA (Model for the Evaluation of Educational GAmes). However, analyzing the...
Conference Paper
In order to adopt games for Software Engineering (SE) education effectively it is essential to obtain sound evidence on their quality. A prominent evaluation model is MEEGA (Model for the Evaluation of Educational Games), which provides a systematic support to evaluate the game’s quality in terms of motivation, user experience and learning. To faci...
Conference Paper
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 resear...
Article
Educational games are assumed to be an effective and efficient instructional strategy for computing education. However, it is essential to systematically evaluate such games in order to obtain sound evidence of their impact. Thus, the objective of this article is to present the state of the art on how games for computing education are evaluated. Th...
Article
Full-text available
RESUMO: Este artigo tem como objetivo discutir as características dos jogos educacionais e suas contribuições à aprendizagem, procurando estabelecer relações com os conhecimentos da neurociência. Para tanto, foi realizada uma pesquisa teórica para sistematização de conceitos, características e elementos presentes nos jogos, como regras e restrições...
Conference Paper
Full-text available
The current scenario of the software sector has need for qualified professionals, including project managers. In this respect, educational games have become an innovative instructional strategy for computing education. Thus, the objective of this paper is to develop an educational quiz game to review the knowledge on project management. The game is...
Technical Report
Full-text available
Educational games are assumed to be an effective and efficient instructional strategy for computing education. However, it is essential to systematically evaluate such games in order to obtain sound evidence on their quality. A prominent evaluation model is MEEGA (Model for the Evaluation of Educational Games) providing systematic support to evalua...
Technical Report
Full-text available
In order to adopt in effective and efficient ways educational games as instructional strategies it is essential to obtain sound evidence on their quality. A prominent evaluation model is MEEGA (Model for the Evaluation of Educational Games) providing systematic support to evaluate the games’ quality in terms of motivation, user experience and learn...
Article
Full-text available
Educational games have been used as an innovative instructional strategy in order to achieve learning more effectively. However, it is essential to systematically evaluate such games in order to obtain sound evidence on their impact. Thus, the objective of this article is to present the state of the art on how to systematically evaluate educational...
Article
Full-text available
Educational games have been used as an innovative instructional strategy in order to achieve learning more effectively. However, it is essential to systematically evaluate such games in order to obtain sound evidence on their impact. Thus, the objective of this article is to present the state of the art on how to systematically evaluate educational...
Conference Paper
O ensino de algoritmos de ordenação nas disciplinas de estrutura de dados, dos cursos da área de Computação, tipicamente é realizado por meio de aula-expositiva e implementação de algoritmos pelos alunos. Com objetivo de apoiar o ensino de algoritmos, o artigo apresenta o jogo SORTIA 2.0, que visa ensinar o algoritmo de ordenação Heapsort através d...
Article
Full-text available
A engenharia de requisitos objetiva estabelecer o entendimento do problema e as necessidades do cliente. No entanto, o processo de ensino desta competência nem sempre é satisfatório, por ser um conteúdo teórico, muitos professores utilizam somente aulas expositivas, onde acaba limitando o aprendizado dos alunos. Assim, surge a necessidade de explor...
Conference Paper
Full-text available
The teaching-learning process of Agile Methodologies, does not have the same result if the teacher does not provide a practical experience to the students. In this context, educational games helps in learning, enhancing the testing of the concepts in practice. Thus, this paper aims to embed Agile Ball Point Game, a game used in business training as...
Conference Paper
Full-text available
The popularization of the Internet has provided an increase number of web applications that work with critical information, increasing the number of attacks that exploit the vulnerabilities of these applications. This scenario has encouraged companies to invest in tools to monitor its computer networks infrastructures. This paper proposes a data mo...
Conference Paper
Full-text available
The construction of situational awareness is essential for monitoring critical infrastructures. In this context, we present an application of Endsley's situational awareness model and McGuiness and Foy's extension aiming to build a situational awareness to monitor computer networks infras-tructures.
Conference Paper
Full-text available
This work proposes a data model of a knowledge base called KBAM. It represents different aspects of computer networks focused on events related to intrusion detection. A case study conducted in a real network infrastructure demonstrates the applicability of the model and identifies the advantages of its use.

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Projects (2)
Project
Educational games are assumed to be an effective and efficient instructional strategy for computing education. However, it is essential to systematically evaluate such games in order to obtain sound evidence on their quality and to assist game creators and instructors to improve such games as well as to systematically support decisions on when or how to include them into instructional units.