
In challenging social contexts of technology design, such as those involving fighting the violence against children and adolescents, the consideration of human values is critical, as they influence people's social and cultural lives. Considering values when understanding a social problem is not a trivial activity due to the difficulty of working with abstract concepts, the complexity of people's lives, and the lack of artifacts and recommendations to support designers in this task. Drawing on the Socially Aware Design approach, this paper describes the use of value-oriented artifacts to understand the problem and to identify requirements for the design of a computational solution in this context. As a result, the problem of violence against children is characterized in a socially-aware manner: 58 stakeholders were identified in the problem domain, which led to an analysis of 60 challenges of the violence impact and of 31 proposals of solutions were mapped to face these challenges. Stakeholder’s values in the fight against violence context were identified, which enabled the identification of 43 value-oriented requirements for potential technological solutions for the context.
There are many ways to monetize video games: from the simple direct purchase to the system of “games as a service”. There are, however, forms of monetization that show strong indications of being detrimental to consumers, such as the so-called “loot boxes” that are offered during gameplay. No study so far has categorically proven whether or not loot boxes cause a dependency or lead to gambling addiction, therefore this study seeks to perform a systematic literature review to determine which studies and experiments were performed, in order to: 1) determine the harmful effects of loot box consumption; 2) compare the results found in these studies; 3) identify gaps in the methodology applied to suggest further research that might lead to stronger conclusions and 4) check if there are studies in the field of responsible computing of articles that aim to minimize the harmful effects of loot box in humans. These studies could be useful in, for example, supporting the drafting of regulatory legislation for the use of microtransactions in video games, and consumer protection and the need to research computational algorithms to try to reduce potential addictive effects generated by loot boxes, which is part of responsible computing. In this study, although this systematic review shows that these studies still do not prove that loot boxes lead to gambling addiction, they do show that there is a correlation between them and there is still a need for more studies in the field of computing area dedicated to the research of algorithms that seek to minimize the potentially harmful effects of loot box in humans.
Educational feedback is essential to help students learn from their mistakes and self-regulate their learning strategies. However, work overload and lack of time are barriers for educators to give quality and timely feedback, particularly for written assessments. Software tools to support feedback processes typically focus on automatic messages, lacking personalization. We present Tutoria, a software tool that uses artificial intelligence techniques to correct assessments more efficiently while also ensuring that good practices of educational feedback are followed. Tutoria was developed through a user-centered design process, including interviews and prototype validation with undergraduate students and instructors from higher education institutions in different fields of knowledge. Results indicate that the software presents good usability and relevance for educators. We expect that Tutoria can help educators construct personalized written feedback efficiently, allowing them to give quality feedback to large groups within realistic time frames.
The evaluation of Computer-Assisted Language Learning (CALL) tools can be carried out from the perspective of different aspects, and there’s still no proposal from the literature for the evaluation of CALL games from the perspective of an “optimal experience”. Therefore, this paper proposes a set of 32 heuristics for the evaluation of educational games for Japanese Language Learning (JCALL). Furthermore, the heuristics were applied in the evaluation of JCALL L2 (i.e., as a second language) games in order to verify their usefulness. Findings show the heuristics provide good support in the evaluation of language learning educational games, and can collaborate in the redesign of these games in order to improve the optimal player experience. Finally, results also indicate the feasibility of using these heuristics in the evaluation of other types of CALL tools other than games.
We present and analyze a new corpus comprising 82 privacy policies in Brazilian Portuguese collected from popular apps in Google Play Store called APP-BR. The contained documents are characterized by excessive lengths and poor readability. Analyzing their content reveals a severe lack of objectivity and compliance with the Brazilian General Data Protection Law. Our results shed light on the problems in accessing privacy information and are supposed to constitute a basis for finding a remedy. To the best of our knowledge, this is the first effort to evaluate privacy policies according to the current Brazilian legislation.