Adriano Ferreti Borgatto

Orcid: 0000-0001-6280-2525

According to our database1, Adriano Ferreti Borgatto authored at least 31 papers between 2011 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

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Bibliography

2024
Exploring the Relationship between Learning of Machine Learning Concepts and Socioeconomic Status Background among Middle and High School Students: A Comparative Analysis.
ACM Trans. Comput. Educ., 2024

A Deep Learning Model for the Assessment of the Visual Aesthetics of Mobile User Interfaces.
J. Braz. Comput. Soc., 2024

Reliability and Validity of an Automated Model for Assessing the Learning of Machine Learning in Middle and High School: Experiences from the "ML for All!" course.
Informatics Educ., 2024

How do Agile Organizations Manage Risks: An Analysis of the State of Practice in Brazil.
Proceedings of the 38th Brazilian Symposium on Software Engineering, 2024

2023
Uma Análise Detalhada do Desempenho de Aprendizagem ensinando Machine Learning na Educação Básica aplicando a Teoria de Resposta ao Item.
Revista Brasileira de Informática na Educ., 2023

2022
Comparing Scales for the Assessment of Visual Aesthetics of Mobile GUIs Through Human Judgments.
Int. J. Mob. Hum. Comput. Interact., 2022

Assessment of visual aesthetics through human judgments: a systematic mapping.
Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems, 2022

Automated assessment of visual aesthetics of Android user interfaces with deep learning.
Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems, 2022

2021
A Detailed Item Response Theory Analysis of Algorithms and Programming Concepts in App Inventor Projects.
Revista Brasileira de Informática na Educ., 2021

SCORE - A Model for the Self-Assessment of Creativity Skills in the Context of Computing Education in K-12.
Informatics Educ., 2021

2020
Estado da Prática do Design Visual de Aplicativos Móveis desenvolvidos com App Inventor.
Revista Brasileira de Informática na Educ., 2020

Automated Assessment of the Visual Design of Android Apps Developed with App Inventor.
Proceedings of the 51st ACM Technical Symposium on Computer Science Education, 2020

A Large-scale Evaluation of a Rubric for the Automatic Assessment of Algorithms and Programming Concepts.
Proceedings of the 51st ACM Technical Symposium on Computer Science Education, 2020

bASES21: A Model for the Self-assessment of 21st-Century Skills in the Context of Computing Education in K-12.
Proceedings of the Computer Supported Education - 12th International Conference, 2020

Improvements in bASES21: 21st-Century Skills Assessment Model to K12.
Proceedings of the 12th International Conference on Computer Supported Education, 2020

2019
MEEGA+, Systematic Model to Evaluate Educational Games.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

MEEGA+: Um Modelo para a Avaliação de Jogos Educacionais para o ensino de Computação.
Revista Brasileira de Informática na Educ., 2019

bASES21 - Um Modelo para a Autoavaliação de Habilidades do Século XXI no Contexto do Ensino de Computação na Educação Básica.
Revista Brasileira de Informática na Educ., 2019

Effectiveness of Games in Software Project Management Education: An Experimental Study.
J. Univers. Comput. Sci., 2019

CodeMaster UI design - app inventor: a rubric for the assessment of the interface design of Android apps developed with app inventor.
Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems, 2019

2018
Games for Teaching Software Project Management: An Analysis of the Benefits of Digital and Non-Digital Games.
J. Univers. Comput. Sci., 2018

Do we agree on user interface aesthetics of Android apps?
CoRR, 2018

2017
Ensino de Computação de Forma Multidisciplinar em Disciplinas de História no Ensino Fundamental - Um Estudo de Caso.
Revista Brasileira de Informática na Educ., 2017

dETECT: A Model for the Evaluation of Instructional Units for Teaching Computing in Middle School.
Informatics Educ., 2017

A Large-Scale Evaluation of a Model for the Evaluation of Games for Teaching Software Engineering.
Proceedings of the 39th IEEE/ACM International Conference on Software Engineering: Software Engineering Education and Training Track, 2017

Quality of Games for Teaching Software Engineering: An Analysis of Empirical Evidences of Digital and Non-Digital Games.
Proceedings of the 39th IEEE/ACM International Conference on Software Engineering: Software Engineering Education and Training Track, 2017

2016
A Usability Score for Mobile Phone Applications Based on Heuristics.
Int. J. Mob. Hum. Comput. Interact., 2016

2015
Comparison of Ability Estimation Methods Using IRT for Tests with Different Degrees of Difficulty.
Commun. Stat. Simul. Comput., 2015

2013
SCRUMIA - An educational game for teaching SCRUM in computing courses.
J. Syst. Softw., 2013

2012
DELIVER! - An educational game for teaching Earned Value Management in computing courses.
Inf. Softw. Technol., 2012

2011
A Model for the Evaluation of Educational Games for Teaching Software Engineering.
Proceedings of the 25th Brazilian Symposium on Software Engineering, 2011


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