License: Creative Commons Attribution 3.0 Unported license (CC BY 3.0)
When quoting this document, please refer to the following
DOI: 10.4230/OASIcs.ICPEC.2020.26
URN: urn:nbn:de:0030-drops-123136
URL: http://dagstuhl.sunsite.rwth-aachen.de/volltexte/2020/12313/
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Swacha, Jakub ; Queirós, Ricardo ; Paiva, José Carlos ; Leal, José Paulo ; Kosta, Sokol ; Montella, Raffaele

A Roadmap to Gamify Programming Education

pdf-format:
OASIcs-ICPEC-2020-26.pdf (0.4 MB)


Abstract

Learning programming relies on practicing it which is often hampered by the barrier of difficulty. The combined use of automated assessment, which provides fast feedback to the students experimenting with their code, and gamification, which provides additional motivation for the students to intensify their learning effort, can help pass the barrier of difficulty in learning programming. In such environment, students keep receiving the relevant feedback no matter how many times they try (thanks to automated assessment), and their engagement is retained (thanks to gamification).
While there is a number of open software and programming exercise collections supporting automated assessment, up to this date, there are no available open collections of gamified programming exercises, no open interactive programming learning environment that would support such exercises, and even no open standard for the representation of such exercises so that they could be developed in different educational institutions and shared among them. This gap is addressed by Framework for Gamified Programming Education (FGPE), an international project whose primary objective is to provide necessary prerequisites for the application of gamification to programming education, including a dedicated gamification scheme, a gamified exercise format and exercises conforming to it, software for editing the exercises and an interactive learning environment capable of presenting them to students. This paper presents the FGPE project, its architecture and main components, as well as the results achieved so far.

BibTeX - Entry

@InProceedings{swacha_et_al:OASIcs:2020:12313,
  author =	{Jakub Swacha and Ricardo Queir{\'o}s and Jos{\'e} Carlos Paiva and Jos{\'e} Paulo Leal and Sokol Kosta and Raffaele Montella},
  title =	{{A Roadmap to Gamify Programming Education}},
  booktitle =	{First International Computer Programming Education Conference (ICPEC 2020)},
  pages =	{26:1--26:7},
  series =	{OpenAccess Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-153-5},
  ISSN =	{2190-6807},
  year =	{2020},
  volume =	{81},
  editor =	{Ricardo Queir{\'o}s and Filipe Portela and M{\'a}rio Pinto and Alberto Sim{\~o}es},
  publisher =	{Schloss Dagstuhl--Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/opus/volltexte/2020/12313},
  URN =		{urn:nbn:de:0030-drops-123136},
  doi =		{10.4230/OASIcs.ICPEC.2020.26},
  annote =	{Keywords: gamification, programming, learning, automatic assessment, programming exercises}
}

Keywords: gamification, programming, learning, automatic assessment, programming exercises
Collection: First International Computer Programming Education Conference (ICPEC 2020)
Issue Date: 2020
Date of publication: 15.06.2020


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