FGPE Gamification Service: A GraphQL Service to Gamify Online Education

José Carlos Paiva*, Alicja Haraszczuk, Ricardo Queirós, José Paulo Leal, Jakub Swacha, Sokol Kosta

*Corresponding author for this work

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

5 Citations (Scopus)

Abstract

Keeping students engaged while learning programming is becoming more and more imperative. Of the several proposed techniques, gamification is presumably the most widely studied and has already proven as an effective means to engage students. However, there is a complete lack of public and customizable solutions to gamified programming education that can be reused with personalized rules and learning material. FGPE Gamification Service (FGPE GS) is an open-source GraphQL service that transforms a package containing the gamification layer – adhering to a dedicated open-source language, GEdIL – into a game. The game provides students with a gamified experience leveraging on the automatically-assessable activities referenced by the challenges. This paper presents FGPE GS, its architecture, data model, and validation.

Original languageEnglish
Title of host publicationTrends and Applications in Information Systems and Technologies
EditorsÁlvaro Rocha, Hojjat Adeli, Gintautas Dzemyda, Fernando Moreira, Ana Maria Ramalho Correia
Number of pages10
PublisherSpringer
Publication date2021
Pages480-489
ISBN (Print)978-3-030-72653-9
ISBN (Electronic)978-3-030-72654-6
DOIs
Publication statusPublished - 2021
EventWorld Conference on Information Systems and Technologies, WorldCIST 2021 - Terceira Island, Portugal
Duration: 30 Mar 20212 Apr 2021

Conference

ConferenceWorld Conference on Information Systems and Technologies, WorldCIST 2021
Country/TerritoryPortugal
CityTerceira Island
Period30/03/202102/04/2021
SeriesAdvances in Intelligent Systems and Computing
Volume1368 AISC
ISSN2194-5357

Bibliographical note

Funding Information:
The work described in this paper was done within the Framework for Gamified Programming Education project (2018-1-PL01-KA203-050803) supported by the European Union?s Erasmus Plus programme.

Publisher Copyright:
© 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.

Keywords

  • Gamification
  • Gamification service
  • Programming education

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