TechPaper - An Interactive Learning Information System Game
Filipe Portela
1
, Jos
´
e Correia
1
, Bruno Ferreira
2
, Tiago Ribeiro
2
, Carlos Pinheiro
2
, Vitor Costa
2
,
Filipe Lameiras
2
and Manuel Filipe Santos
1
1
Algoritmi Research Center, University of Minho, Guimar
˜
aes, Portugal
2
University of Minho, Guimar
˜
aes, Portugal
Keywords:
BYOD, TechPaper, Peddy-paper, Scavenger Hunt, Deep-learning, Pervasive, Mobile, QR-Codes, Gamifica-
tion.
Abstract:
Nowadays, the presence of technologies in people’s daily life is constantly increasing and, consequently,
accessing information is easier. Keeping this in mind and allying it to the need to captivate students attention
to take advantage of activities and events, TechPaper game was created. The goal of this game is to stimulate
the interest of the participants by being captivating, disruptive, innovative, and because it consisted of a set
of fun challenges, very enriching (soft and hard skills) and practiced outdoors. The TechPaper was created
entirely from scratch by students in articulation with a professor of the information systems department, with
the purpose of including the game in the event (TSI.2.MARKET) and integrate all the participants of the event
assigning them a role. This game consists of several challenges designed to test the knowledge of participants
and compel them to work in teams with people of different ages, genres and profiles. A proof of concept of
this game was deployed, and the results are motivating. Considering all the opinions, we can conclude that the
implementation of this game was a success at all levels and that it has the capability to be implemented and
played in other realities, events, scenarios or institutions.
1 INTRODUCTION
Nowadays new technologies are emerging as a disrup-
tive way of learning. Smartphones are now part of the
learning environment. Students are using their mo-
biles to consult information, analyze data and other
tasks. Having this in mind, we can conclude that mo-
bile devices have the potential to become a powerful
tool in learning. In this sense, TechPaper arose.
TechPaper represents a new way to test the Infor-
mation System and Technologies bits of knowledge.
A new intuitive, interactive and fun way of learn-
ing. The students face challenges associated with
topics addressed in classrooms. The first edition of
TechPaper was played in TSI.2.MARKET, an event
hosted by Information System students at University
of Minho. TSI.2.MARKET was used as proof of con-
cept (UMINHO, 2018b).
It uses a person-centered approach, promotes in-
teraction between individuals and groups of individu-
als and incentive the sports practices and continuous
learning.
This paper is structured in seven sections. The
first section introduces the idea. The second section
presents the related concepts. In the third section the
game concept, architecture and requirements are pre-
sented. Section four presents the case study with par-
ticular focus to the game in action. Then a brief dis-
cussion about the results and a presentation of opin-
ions are present in section five. The last two sections
(six and seven) present some conclusions about the
game and future work.
2 BACKGROUND
2.1 Bring Your Own Device
BYOD and their features can be considered as a way
of applying the Human-Computer Interaction (HCI)
concept (Ballagas et al., 2004). The human can bring
their computer to an environment and use it to per-
form activity tasks. BYOD can run in a pervasive en-
vironment where everything is available on the inter-
net (Najar et al., 2014). The user can use their mo-
bile device to access to any data and perform several
tasks using the environment and application capabil-
ities to interact with the human. BYOD addresses
276
Portela, F., Correira, J., Ferreira, B., Ribeiro, T., Pinheiro, C., Costa, V., Lameiras, F. and Filipe Santos, M.
TechPaper - An Interactive Learning Information System Game.
DOI: 10.5220/0006820502760284
In Proceedings of the 4th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2018), pages 276-284
ISBN: 978-989-758-299-8
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
several concepts as HCI, ubiquity, security, pervasive-
ness, real-time processing, mobile, situated devices,
networks and many others topics in this area. The
use of BYOD in education is increasing (Raths, 2012)
however the security is a big issue (Miller et al., 2012;
Nwebonyi and Ani, 2015).
2.2 Scavenger Hunt based Game -
Peddy-paper
Peddy-paper
1
is a variant of the traditional Scavenger
Hunts, that got introduced to the Portuguese language
from French, adapted from the term “rally paper”, a
competition made for motor vehicles (Spikol and Mil-
rad, 2008; Sprogis, 2005). Peddy-paper was created
for the pedestrian variant, and can be described as
a playful competition based on orientation, designed
for teams to follow certain paths which have associ-
ated questions or tasks, located in intermediate points
in the route. For teams to complete the journey, or the
peddy-paper, they must complete tasks to proceed to
the next “checkpoint”, and so on (dos Santos Pereira
et al., 2011).
The questions, or tasks, are typically connected to
knowledge acquisition, about a certain subject deter-
mined by the creators of the event. The typical way
to prepare the questions/tasks is making a road book
that teams must follow and read together to decode
the puzzles. There is, usually, an activities program
with the schedule previously available, and the rules
of the event.
In Portugal, events like this are prepared in a lot
of schools, so the majority of students have already
participated in at least one. Thus, we felt the need to
take this activity and innovate it with some technol-
ogy, trying to optimize it for both ends - hosts and
participants.
There are several advantages in providing a chal-
lenge like this to people, which are:
Promote collaborative learning, team spirit and
teamwork among colleagues or even total
strangers (Moura and Carvalho, 2009);
Outdoor activity, ideally in a forest or mountain
area, due to the appealing environment for teams
to hike and find the hidden puzzles;
Playful way to acquire knowledge, that may be
used in educative environments, but having fun is
the central goal (dos Santos Pereira et al., 2011);
Relatively easy to prepare activity, which only de-
mands a few collaborators
1
Linguistic Note: Peddy-paper is a word created using
elements of the english language, although it’s only under-
standable in Portugal.
The duration usually varies between 4 or 6 hours,
which can be adapted based on the creator’s inten-
tion
2.3 QR-Codes
During the design, the TechPaper developing team
was aware of the concern to innovate, in a way that
would let the students interested in participating in
this game and encouraging their colleagues to partici-
pate. However, at the same time the game would have
to be intuitive and easy to perceive and play.
That said, instead of using the road book that
we find in traditional peddy-papers, we use the QR-
Codes (Ashford, 2010). We decided to use them be-
cause, in addition to giving a more technological, in-
novative and attractive vibe to the game, they are easy
to implement. QR-Codes have some advantages that
we consider important, such as (Walsh, 2010):
Easy to generate the QR-Code (generated in a
matter of seconds)
Small dimensions, ideal to place them hidden in
one ”checkpoint”
Easy to access website pages using a smartphone
Thus, teams only need a smartphone, capable of
reading QR-Code natively, or installing an application
that allows it, to access the game questionnaires. In
addition, they integrate perfectly into a challenge like
this, since the traditional elements of a Peddy-Paper,
such as interaction with the environment and teams
walking together, were not lost. Figure 1 shows one
of the QR-Codes used in TechPaper.
Figure 1: Example of QR-Code.
2.4 Related Work
There are a lot of literature debating about all the ap-
plications that emergent technologies can bring. For
Connolly and Stansfield (2007), interactive technolo-
gies can play a relevant role, engaging the learner
and providing a different and rich learning experi-
ence. Same authors believe interactive technologies,
such as visualizations and simulation games have the
potential to increase the development of information
systems knowledge and skills. Gomes et al. (2014)
agree with this perspective and refers that game based
educational activities supported by mobile computing
TechPaper - An Interactive Learning Information System Game
277
devices can act as a trigger to added success and ef-
fective learning outcomes.
Gomes et al. (2014) merged mobile computing
devices and augmented reality to develop a Musical
Peddy-paper, which had the goal of engage students
in collaborative learning towards the Aesthetical Pe-
riods of Music History. In their work, the authors pro-
pose students to use their own smartphone/tablet, and
their skills to find the correct answers, through a col-
laborative work to find the stations and the answers to
the clues. The Musical Peddy-paper was developed
mixing Geo-location, QR-codes and Augmented Re-
ality concepts. This work had interesting results, re-
vealing high levels of enthusiasm in the students to
do all the activities, achieving good time results and
accurate answers.
Holzinger et al. (2011) report on the design and
development of a mobile application to support ar-
chaeological education and to raise awareness for cul-
tural heritage by making use of the powerful notion of
play - archaeological scavenger hunt. This application
reads information from QR-Codes, which are placed
at points of interest. The players start at one point of
interest and get hints on how to find the others.
Internet Scavenger Hunt, from Monahan (2002),
is another example of application. This is an ed-
ucational game for children that teaches about ani-
mals and how exactly computers and internet work,
through an investigative virtual scavenger hunt. In
this game, the users can comment about facts they’ve
discovered and share their knowledge with team-
mates, promoting information exchange.
Finally, Gunn (2008), talks about the common
practice of doing Scavenger Hunts across the Univer-
sity, with freshmen students. This game promote a
connection between freshmen students and the Uni-
versity. Students can see the University with differ-
ent eyes, learning about their culture and all the new
things in a fun way. At the end, they feel that they are
truly part of the University.
Were presented various examples from different
areas, which proves that interactive technologies can
be a powerful tool to achieve great learning outcomes
in different areas or scenarios. However, Connolly
and Stansfield (2007) alert that game based e-learning
will not be for all learners, and that there may be is-
sues surrounding development costs. Nevertheless,
same authors refer that there are successful case stud-
ies in the field and they believe that further work
should be done on various aspects of games-based e-
learning to understand their potential and limitations.
3 TECHPAPER - A GAME IN
MOVEMENT
In this section the TechPaper concept is presented.
3.1 How Did it Born?
Although this work has practical results, all the work
followed a research methodology and was developed
by the students in articulation with a professor of In-
formation System Department. This work followed
the Design Science Research Methodology (DSR).
DSR is composed of six tasks where the primary goal
is developing an artifact able to answer a problem.
Applying DSR to this work, a problem was identi-
fied in the first instance. The students are consuming
more time than the expected using the smartphones.
Block and prohibiting the use of a smartphone, in a
technological era, is not the solution.
In this sense, a question emerged: How to use the
mobile phones to motivate Information System stu-
dents?
Then an idea occurred: develop a game where the
students can use the smartphone capabilities to test
their knowledge in this area. Then the idea won a
shape. The artifact should explore the BYOD con-
cept, involve the use of mobile technologies (smart-
phones) and combine it with the practice of physical
exercise in beautiful places. In addition, each space
should have a challenge by using QR-Code technol-
ogy. TechPaper arose after allying these ideas.
3.2 Architecture
The architecture developed to make the TechPaper
work as efficiently and effectively as possible, with-
out any kinds of problems, by minimizing risks and
preventing potential problems, is very simple to ex-
plain and implement, but it must be planned in detail.
It was possible to develop an idea capable of sup-
porting any fault that could lead to its failure, such as
attempts to falsify the results (solving the challenge
on behalf of other teams, trying to do more than one
submission, and many others), infrastructure failures,
early access to the forms, and more.
The architecture’s diagram in Figure 2 allows to
demonstrate how the TechPaper works. Firstly, it’s
necessary to have participants who are willing to chal-
lenge their knowledge, then they are assigned a map
and a set of clues from the places where the vari-
ous challenges are located. From this moment forth,
the participants have the necessary material in their
hands, including a mobile device, to start searching
for the QR-Codes which will allow them to uncover
HSP 2018 - Special Session on Healthy and Secure People
278
Figure 2: Architecture of TechPaper.
the existing challenges. When the participants enable
the challenges and answer them, a set of data will be
created and stored to be analyzed at a later date from
the team responsible for the TechPaper.
In the case study, the participants were students
who belonged to the Information Systems Master De-
gree, and the map contained various locations around
the University of Minho Campus, where the QR-
Codes were placed, and each QR-Code was relative
to a particular school year of the masters degree. Af-
ter the participants finished answering the forms, allo-
cated in the platform JotForm
2
, the data for each team
was stored in that same platform to be analyzed.
3.2.1 Forms
For the development of the forms, which the teams
must respond, it can be used any software that lets you
create online forms, make them available and limit the
execution time. In that software (the one used in the
TSI.2.Market TechPaper was the JotForm), for each
challenge, two forms were developed. The first form
consists in the identification of the team that wants to
access the challenge (it must match with the name that
the organization assigned to the team) and the second
form, a set of multiple choice questions, two of them
with an equivalent score and the question theoretically
more demanding / difficult with a higher score.
The questios should address specific topics which
are or should be known by participants to assess their
skills, experiences and knowledge on these subjects,
in a more interactive and appealing way, with a time
limit depending on the complexity of the questions.
As for the TechPaper released at the TSI.2.Market,
each challenge corresponded to a different year of the
MiEGSI
3
course, with three questions related to dif-
ferent courses of that year, with a limit of 1 minute
per challenge.
2
https://eu.jotform.com
3
http://miegsi.dsi.uminho.pt/
3.2.2 Places
Regarding the places where the QR-Codes should be
placed for each challenge, these can be distributed ac-
cording to three options:
Clues - The QR-Codes are placed at strategic
points, and the participants are given a set of clues
which should help them find the QR-Code.
Here we can see an example of the clues used in
the game (the answer is trees near the library of
campus):
”We grow up big, we grow up tall
We usually lose our clothes in the fall
Books seem to know a thing or two about our
kind,
If you go near their home, information you will
find”;
Map and / or Logical Route - A small map is
handed to each team, with the indications of the
places where the challenges. These places are not
ordered correctly, but follow a logical sequence
when given some thought;
Hybrid - Delivery of a small map with indica-
tions of possible places where the QR-Codes may
be hidden and more specific clues that may help
in this process. In the case of TechPaper within
the TSI. 2.Market, we used the third strategy, by
giving to the participants a small map with sev-
eral locations in University of Minho - Campus
of Azur
´
em. In addition, the QR-Codes were dis-
tributed according to the students’ daily route (as
we can see in Figure 3), i.e.:
First - Entrance of the University of Minho;
Second - School of Engineering;
Third - Canteen;
Fourth - Library;
Fifth - University Residences.
3.2.3 Prevent Fraud Attempts
To make sure the game wasn’t rigged by any team
member, it was necessary to formulate some steps to
make sure the end results were reliable.
Making sure only the team members have access
to the questions: A name was assigned to each
team which they needed to access to the questions
relative to each challenge, ex: “TechPaper01”. If
the inserted name was not present on the event
team names list, it would not be possible for them
to visualize the questions.
TechPaper - An Interactive Learning Information System Game
279
Figure 3: Map used in TechPaper.
Making sure each team answers the questions in
the 60 seconds allowed: One problem identified
was the possibility that team members could re-
fresh the questions web page having another 60
seconds to finish the challenge. Since it was
not possible to stop users from refreshing the
web page, the solution we found to this prob-
lem was analyzing the answers, where we could
compare the submission time from the team form
and the challenge form. In an ideal scenario,
the difference between submissions would be 60
seconds maximum, but there were some aspects
that needed to be considered, like the connection
speed, so we decided to give a tolerance of 5 sec-
onds to be added to the 60 seconds, that is, if
the time between form submissions was superior
to 65 seconds, then the answer to that challenge
would be dismissed, otherwise it would be ac-
cepted.
Identifying multiple answers: Seeing that we
could identify the IP (Internet Protocol) address
from the devices that were submitting the forms,
it was possible for us to check if the same team
was answering multiple times to the same chal-
lenge. If this happened, the first answer submitted
was accepted while the remaining others were ig-
nored.
3.3 Requirements
To ”install” the game a few requirements are needed:
Web:
Web Server
Mobile App
Smartphone with internet access
External Environment with QR-Codes
A set of sensors can be considered to improve the
game:
Accelerometer
Light
Proximity
Pressure (when available)
Timer
These sensors can be used to determine positions and
proximity in order to increase the game’s intereaction.
3.4 The Game
The main goal in developing this game was to en-
courage the students’ participation, in an environment
where their Hard skills acquired over the MIEGSI de-
gree and Soft skills could be tested. The game was
divided in two parts: the first part was a set of forms,
and the second part was the Challenge@TSI. Next,
we are going to clarify each one of these phases.
3.4.1 Rules
A set of rules was required to guarantee the good
functioning of the game in it’s various phases. Next,
are explained the implemented rules.
Teams between 3 or 5 members, and two of them
had to be from different school years;
Exchanging ideas between different teams or peo-
ple who didn’t participate in the game was strictly
forbidden;
While participating in the challenges was not
obligatory, the Challenge@TSI was;
To enable the participation in the Challenge@TSI,
each team needed to have 5 different cards, which
they could request after interacting with the orga-
nizations participating in the event Networking;
Each team only had 60 seconds to answer each
form;
Only the first answer from the team was accepted
for each form;
If a team was caught doing the form pretending to
be another team, it would be immediately declas-
sified;
Each team had 7 minutes to present their solution
to the jury in the Challenge@TSI.
HSP 2018 - Special Session on Healthy and Secure People
280
3.4.2 Challenges
The challenges goals were to promote teamwork,
challenge the knowledge students acquired over the
years in MIEGSI, and to promote the interaction be-
tween students from different school years. About the
challenge itself, five forms were spread around the
Campus and could only be activated by QR-Code -
Figure 4. Each form had three questions related to
lectured courses in MIEGSI: one form was related to
the first year, another to the second year and so on.
Two of the questions were low/medium difficulty and
one of them had a high difficulty cap. Each team had
60 seconds to answer the forms, and each one was
worth 8 points.
Figure 4: Forms example.
3.4.3 Challenge@TSI
The Challenge@TSI was the game’s last phase, hav-
ing a bigger impact than the other challenges. The
students were confronted with a real-world problem
and they were asked to present a viable solution to the
problem, using the acquired knowledge in MIEGSI.
The real-world problem was the integration of the var-
ious public schools in one unique system, allowing to
facilitate the information gathering and analysis for
the Ministry of Education.
Each solution was presented to a jury, which con-
sisted of teachers from the TSI Department, who
would give their opinion and ask questions to the
teams after the end of the presentation. This last chal-
lenge encouraged the students to apply their knowl-
edge in a real-world problem and a set of soft skills,
like teamwork and the presentation of elaborated
ideas, which allowed to enrich the students who par-
ticipated in the Challenge@TSI.
3.4.4 Points
In order to make the game more interactive and com-
petitive, the points must be set in a way that whoever
gets all the points in the challenges does not win the
game automatically, nor whoever wins only the chal-
lenge@TSI itself. To do this, the points were defined
as shown in Table 1.
Table 1: Points distribution.
Name Description Points
Team*
One element of the first year of MiEGSI 5
One element of the second year of MiEGSI 4
One element of the third year of MiEGSI 3
One element of the fourth year of MiEGSI 2
One element of the fifth year of MiEGSI 1
Challenges
Two multiple choice questions. This questions are
simple and they address to courses of the respective year
which the challenge is inserted on.
2
One multiple choice question. This question is
very complex and addresses to a course of
the respective year which the challenge is inserted on.
4
Challenge@TSI
Team classified on the first place 30
Team classified on the second place 20
Team classified on the third place 10
* Valid only for an element of X year, that is, if
there is more than one element of X year, this rule
only applies to one of these elements.
In short, the maximum points that a team could
get was 85 points, and the team with the highest score
wins the game.
4 A REAL CASE STUDY
This game was implemented and integrated in an
event organized by AIS.SC UMINHO - Student
Group of Information Systems (Association for Infor-
mation Systems Student Chapter UMINHO), which
was the first and currently the only Student Chapter
of Association for Information Systems in Portugal,
as they tell us in the history
4
section of their website
(UMINHO, 2018a).
4.1 Game Context
The event in which TechPaper was integrated is called
TSI.2.MARKET. This is an annual event, that aims to
bring students closer to the market, promoting work-
shops, challenges, thematic sessions and networking
4
https://aissc.dsi.uminho.pt/a-nossa-historia/
TechPaper - An Interactive Learning Information System Game
281
with companies related to Information Systems and
Technology (UMINHO, 2018a).
Since the creation of the event (about eight years
ago), the goal was the same: give students the oppor-
tunity to create contact points with real world job mar-
ket, understanding the needs, establishing contacts,
understand their strengths and weaknesses and also
be capable of leaving the comfort zone, to highlight
themselves and face the challenges. This event al-
lows students to understand the market’s needs, the
opportunities available to be taken, consequently real-
izing which opportunities would they like to embrace,
and which hard skills and soft skills the companies
are looking for, allowing them stand out (UMINHO,
2018a,b).
Based on this goal, since the day one, AIS.SC
UMINHO try to innovate the event, in order to cap-
ture the attention of students, making them feel inter-
ested in the event and making them want to partici-
pate as much as they can. Thus, on the eighth edi-
tion of TSI.2.MARKET (2017), the team in charge in
organizing the event created a plenty of challenges,
surprises, exciting, challenges, and invited highly re-
garded speakers to present the sessions to the stu-
dents. However, the core of the event remained
the thematic sessions about Information Systems and
Technologies (IST) and workshops aiming to increase
the portfolio skills of the participants (UMINHO,
2018b).
The main target audience of the event are the stu-
dents from all the years of the IST years (UMINHO,
2018b).
4.2 TechPaper in Action
Having innovation as focus, the TechPaper arose in
this edition. A fully-thought-out game from scratch
released on eighth edition of TSI.2.MARKET, with
the main purpose of being extremely challenging and
aggregator of all student profiles to invigorate the
event.
This game was designed and developed to fit per-
fectly in TSI.2.MARKET in a way that was capa-
ble of being a captivating, innovative, and aggregator
challenge to different profiles of students, benefiting
those who theoretically would have more difficulties
because they still attend the first years of their courses.
The architecture and implementation strategy (rules,
points, challenges, ...) were planned in such a way
that all participants of the event had a role in the game.
The students that participated, were a part of multi-
disciplinary team composed by students with differ-
ent profiles (both genders, different years and courses
and with different soft and hard skills). This teams did
open-air challenges, talking to people until they guess
the clues for the next challenge, responding to IST
challenges, talking to various companies, and solv-
ing a real world problem (challenge@TSI) present-
ing and defending their solution to a jury. The com-
panies that were present in the networking space of
TSI.2.MARKET also had an important role, since the
final challenge was only available if the teams manage
to address at least ve companies, so the organizations
would give them a card recognizing their effort.
5 DISCUSSION
The feedback about this game was fantastic from all
involved parties. The students loved the challenge
and demonstrated their enthusiasm and excitement to
solve the clues (thinking in team and talking to peo-
ple about that), and finding QR-Codes (that allowed
access to the next challenges). They were also very
thankful, because the challenge, in a way, provided
them with a goal and an extra motivation, to address
the organization directly and get to know them bet-
ter, their projects, main areas of activity, job opportu-
nities/internship available, work environment, among
other things. The teams that participated in the chal-
lenge also commented the challenge allowed them to
improve their soft skills (talking to people, working
as a team, not giving up, doing a presentation, being
under pressure ...) and their hard skills (information
obtained or remembered).
The game, in their opinions, made them feel en-
couraged to improve themselves. The feedback from
the companies, was also very good, since they were
able to talk to several interested students and they
liked to felt well-received and included in the chal-
lenges and sessions being an integral part of them. Fi-
nally, the professors praised the fact that the AIS.SC
UMINHO had the courage to innovate both the event
and, in particular, this challenge, because in the orga-
nization of this kind of things, greater the complexity,
greater the associated risks.
Summarizing, as this Case Study demonstrates,
TechPaper has proven to be successful and can be
applied in a wide variety of contexts and areas, pre-
senting itself as an ideal way to integrate leisure, fun,
curiosity, networking and resolution of various chal-
lenges that improve soft and hard skills.
6 CONCLUSIONS
Nowadays, people use their Smartphones very in-
tensely, spending a big part of the day in front of
HSP 2018 - Special Session on Healthy and Secure People
282
their phones. Even though there is a negative view
around this phenomenon, truth is it will be around for
a long time, so people should start thinking in ways
to integrate it in their activities. This was one of the
line of thoughts we made TechPaper come to life and
allowed the event to be a success. Another strong
point of the game is how easy it can be shifted to an-
other environment, like another area of business. This
makes TechPaper an interesting concept to whoever
wants to create an interesting game, capable of inte-
grating different people in a surrounding which will
challenge and encourage them to reinforce the team
spirit and promote a healthy environment, outdoors,
and test their Hard and Soft skills.
The developed game was well-received between
the students of the IST universe, it showed a moti-
vating and interesting way of evaluating the students’
knowledge and appealing to the team work, helping
them reaching the objectives defined initially , that
is, the game encourages aid, helps building links and
sharing knowledge among people, teaching them to
work together as a team to achieve a common goal,
promotes the development of creative, innovative and
collaborative skills through problem solving and, fi-
nally, it fosters a space for learning and developing
professional skills by bringing together different peo-
ple with different statuses. The feedback received by
the participants was very positive making sense the
development and distribution of the game.
About BYOD, it was a very present policy during
the development of the idea, helping us in some deci-
sions that led to the success of the project. In addition,
it has been increasing its popularity in the academic
context, being increasingly used in education, despite
its security problems.
7 FUTURE WORK
As future work, it makes sense to develop our own
application (both back-end and front-end), which in-
cludes all the parameters necessary for the organizers
to develop the forms, define the timeouts (time that
participants have to respond to the questions of each
form), the quotations of each question and the auto-
matically calculation of the total point for each ques-
tionnaire. In addition, it will be important that the
application allows organizers to adequate forms to a
wide variety of areas, perform effective security con-
trol, access control, monitor any type of fraud and al-
low sharing and storage of the results in real time so
that participants can see their quotations and organiz-
ers can see whose playing, the points of each team,
and more.
Lastly, it will also be relevant to make the game
available on Google Play and to define a strategy for
the dissemination of the game and the application to
other institutions, courses, scenarios and areas. So,
this game will be available in he next editions of
TSI.2.Market and on the summer on Campus
5
.
ACKNOWLEDGEMENTS
This work has been supported by COMPETE: POCI-
01-0145-FEDER-007043 and FCT Fundac¸
˜
ao para
a Ci
ˆ
encia e Tecnologia within the Project Scope:
UID/CEC/00319/2013.
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