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Results: We identified 59 tools, including 9 under a commercial license and 41 with non-commercial licenses, and analyzed their features from 230 papers. Method: A Systematic Mapping Study (SMS) of the literature scoping tools for DSL development. Objective: The goal of this work is to identify and map the tools, Language Workbenches (LW), or frameworks that were proposed to develop DSLs discussed and referenced in publications between 20. In this sense, identifying and mapping their features is relevant for decision-making by academic and industrial initiative on DSL development.
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There are many tools used to support the implementation of a DSL, making hard the decision-making process for one or another. With this language we unify and simplify the mechanisms of data extraction from social networks such as Twitter and Facebook.ĭomain-specific languages (DSL) are programming or modeling languages devoted to a given application domain. In this paper, we propose a domain-specific query language, specially designed to allow developers or domain experts to extract data from different social media. This is because many social media share common elements, so we can create and unify queries to search, find and extract information from those platforms. Using a straightforward and a cross social media query language we can hide the complexity of those mechanisms and gather information in a more efficient and easier way. Thus, there are numerous ways to extract information from social media, such as to use the network API, a Web scraper or specialized libraries. Getting the data to work with might seem to be the easiest task in the process, but it can be very challenging for people without programming knowledge.
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Social media mining is a growing discipline inside data mining, and the results have proven to be quite revealing. This information is usually generated by people and may be used for many studies. Social media generate a massive amount of information each day. Preliminary results provide a set of indicators for individual and group behaviour which can be used to assess student’s ability to communicate in The study has been deployed in a scalable way through our computer system. In this paper, we describe a case study which has been carried out in a German foreign language course, using a VW implemented video-game and assessing students’ foreign language skills. Therefore we propose a computer system that accepts queries in a simple but specific language for VWs,Īllowing the supervisor to design assessment formulas, generate reports on students’ interaction in VWs and refine the formulas from these results until obtaining a valid indicator for analysing and assessing the retrieved data. In terms of assessment, but also to detect general learner profiles and trends in their use. Nonetheless, it provides interesting information not only Unfortunately students’ interaction in VWs is not always available for the supervisor and thus is not easy to analyse. Virtual worlds (VWs) have become increasingly popular to support students’ foreign language learning, especially beyond the classroom.