TY - GEN
T1 - A Roadmap to Gamify Programming Education
AU - Swacha, Jakub
AU - Queirós, Ricardo
AU - Paiva, José Carlos
AU - Leal, José Paulo
AU - Kosta, Sokol
AU - Montella, Raffaele
PY - 2020/6/1
Y1 - 2020/6/1
N2 - 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. 2012 ACM Subject Classification Social and professional topics ! Computer science education.
AB - 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. 2012 ACM Subject Classification Social and professional topics ! Computer science education.
KW - Automatic assessment
KW - Gamification
KW - Learning
KW - Programming
KW - Programming exercises
UR - http://www.scopus.com/inward/record.url?scp=85087400610&partnerID=8YFLogxK
U2 - 10.4230/OASIcs.ICPEC.2020.26
DO - 10.4230/OASIcs.ICPEC.2020.26
M3 - Article in proceeding
AN - SCOPUS:85087400610
VL - 81
T3 - Open Access Series in Informatics
BT - 1st International Computer Programming Education Conference, ICPEC 2020
A2 - Queiros, Ricardo
A2 - Portela, Filipe
A2 - Pinto, Mario
A2 - Simoes, Alberto
PB - Schloss Dagstuhl- Leibniz-Zentrum fur Informatik GmbH, Dagstuhl Publishing
T2 - 1st International Computer Programming Education Conference, ICPEC 2020
Y2 - 25 June 2020 through 26 June 2020
ER -