2019
Authors
Swacha, J; Queiros, R; Paiva, JC;
Publication
2019 INTERNATIONAL SYMPOSIUM ON EDUCATIONAL TECHNOLOGY (ISET 2019)
Abstract
Computer programming is a difficult subject that can only be mastered with lots of practice. It is therefore of primary importance to rise and retain students' engagement during a programming course, a task in which gamification has been proven as a competent method. Even though there are numerous reports on applying gamification to programming courses, there are no available open resources or dedicated platforms that could be used by programming teachers to gamily their courses, meeting both the requirements of being easy to adopt and leaving the decisions on the scope of the course and the level of gamification to the teachers themselves. In order to fulfill this gap, a consortium of four European institutions initiated a common project to develop open gamified programming exercises and interactive course materials for popular programming languages. In this paper, we report the results of the first stage of this work, which defined the range of gamification concepts to be covered within the developed framework and its evaluation by students.
2020
Authors
Paiva, JC; Leal, JP; Queirós, R;
Publication
CHALLENGES OF THE DIGITAL TRANSFORMATION IN EDUCATION, ICL2018, VOL 1
Abstract
One of the great challenges in programming education is to keep students motivated while working on their programming assignments. Of the techniques proposed in the literature to engage students, gamification is arguably the most widely spread and effective method. Nevertheless, gamification is not a panacea and can be harmful to students. Challenges comprising intrinsic motivators of games, such as graphical feedback and game-thinking, are more prone to have longterm positive effects on students, but those are typically complex to create or adapt to slightly distinct contexts. This paper presents Asura, a game-based programming assessment environment providing means to minimize the hurdle of building game challenges. These challenges invite the student to code a Software Agent to solve a certain problem, in a way that can defeat every opponent. Moreover, the experiment conducted to assess the difficulty of authoring Asura challenges is described.
2019
Authors
Swacha, J; Queiros, R; Paiva, JC; Leal, JP;
Publication
KNOWLEDGE-BASED AND INTELLIGENT INFORMATION & ENGINEERING SYSTEMS (KES 2019)
Abstract
Computer programming is a complex domain both to teach and learn. This incited endeavors to find methods that could mitigate at least some of the existing barriers. In the last years, automatic assessment has been playing an important role in reducing the burden of teachers in the assessment of students' attempts to solve programming exercises and fostering the autonomy of students by allowing them to practice in any place and at any time with timely feedback. Even more recent development is the use of gamification in computer programming education in order to raise the enjoyment and engagement of students. Despite its rising spread, until now, there is not a programming exercise specification format addressing the needs of gamification, such as the definition of challenges, the underlying storyline, including the links to other exercises, or the rewards for solving challenges in form of points, badges or virtual items. Such a data format would allow the exchange of ready-to-use programming exercises along with the gamification-related data among different educational institutions and courses, providing instructors a possibility to make use of gamification in their courses without having to invest their own time in defining gamification rules themselves. In this paper, we analyze a set of concepts related to programming gamification developed in our previous work to identify the requirements for the specification of a gamified exercise format. (C) 2019 The Authors. Published by Elsevier B.V.
2020
Authors
Paiva, JC; Queirós, R; Leal, JP; Swacha, J;
Publication
Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2020, Trondheim, Norway, June 15-19, 2020.
Abstract
We present FGPE AuthorKit, a tool to author programming exercises featuring gamification elements that provide additional motivation for the students to intensify their learning effort. The tool allows the (1) creation of exercises and their associated metadata, (2) selection and parameterization of adequate gamification techniques for a specific exercise or their collection, (3) design of the content structure and sequencing rules, and (4) importing and exporting the content in the formats of choice. © 2020 ACM.
2020
Authors
Swacha, J; Paiva, JC; Leal, JP; Queiros, R; Montella, R; Kosta, S;
Publication
INFORMATION
Abstract
The paper introduces Gamified Education Interoperability Language (GEdIL), designed as a means to represent the set of gamification concepts and rules applied to courses and exercises separately from their actual educational content. This way, GEdIL allows not only for an easy yet effective specification of gamification schemes for educational purposes, but also sharing them among instructors and reusing in various courses. GEdIL is published as an open format, independent from any commercial vendor, and supported with dedicated open-source software.
2020
Authors
Paiva, JC; Leal, JP; Queirós, R;
Publication
First International Computer Programming Education Conference, ICPEC 2020, June 25-26, 2020, ESMAD, Vila do Conde, Portugal (Virtual Conference).
Abstract
The practice is the crux of learning to program. Automated assessment plays a key role in enabling timely feedback without access to teachers but alone is insufficient to engage students and maximize the outcome of their practice. Graphical feedback and game-thinking promote positive effects on students' motivation as shown by some serious programming games, but those games are complex to create and adapt. This paper presents Asura, an environment for assessment of game-based coding challenges, built on a specialized framework, in which students are invited to develop a software agent (SA) to play it. During the coding phase, students can take advantage of the graphical feedback to complete the proposed task. Some challenges also encourage students to think of a SA that plays in a setting with interaction among SAs. In such a case, the environment supports the creation and visualization of tournaments among submitted agents. Furthermore, the validation of this environment from the learners' perspective is also described. 2012 ACM Subject Classification Applied computing ! Interactive learning environments; Applied computing ! E-learning.
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