Document Open Access Logo

Game-Based Coding Challenges to Foster Programming Practice

Authors José Carlos Paiva , José Paulo Leal , Ricardo Queirós



PDF
Thumbnail PDF

File

OASIcs.ICPEC.2020.18.pdf
  • Filesize: 0.99 MB
  • 11 pages

Document Identifiers

Author Details

José Carlos Paiva
  • CRACS - INESC-Porto LA, Portugal
  • DCC - FCUP, Porto, Portugal
José Paulo Leal
  • CRACS - INESC-Porto LA, Portugal
  • DCC - FCUP, Porto, Portugal
Ricardo Queirós
  • CRACS - INESC-Porto LA, Portugal
  • uniMAD - ESMAD, Polytechnic of Porto, Portugal

Cite AsGet BibTex

José Carlos Paiva, José Paulo Leal, and Ricardo Queirós. Game-Based Coding Challenges to Foster Programming Practice. In First International Computer Programming Education Conference (ICPEC 2020). Open Access Series in Informatics (OASIcs), Volume 81, pp. 18:1-18:11, Schloss Dagstuhl - Leibniz-Zentrum für Informatik (2020)
https://doi.org/10.4230/OASIcs.ICPEC.2020.18

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.

Subject Classification

ACM Subject Classification
  • Applied computing → Interactive learning environments
  • Applied computing → E-learning
Keywords
  • games
  • automatic assessment
  • graphical feedback
  • programming
  • learning
  • challenges

Metrics

  • Access Statistics
  • Total Accesses (updated on a weekly basis)
    0
    PDF Downloads

References

  1. Kirsti M. Ala-Mutka. A survey of automated assessment approaches for programming assignments. Computer Science Education, 15(2):83-102, 2005. URL: https://doi.org/10.1080/08993400500150747.
  2. Theresa Beaubouef and John Mason. Why the high attrition rate for computer science students: Some thoughts and observations. SIGCSE Bull., 37(2):103-106, June 2005. URL: https://doi.org/10.1145/1083431.1083474.
  3. Esmail Bonakdarian and Laurie White. Robocode throughout the curriculum. J. Comput. Sci. Coll., 19(3):311–313, January 2004. Google Scholar
  4. Jens Dietrich, Johannes Tandler, Li Sui, and Manfred Meyer. The primegame revolutions: A cloud-based collaborative environment for teaching introductory programming. In Proceedings of the ASWEC 2015 24th Australasian Software Engineering Conference, ASWEC ' 15 Vol. II, pages 8-12, New York, NY, USA, 2015. ACM. URL: https://doi.org/10.1145/2811681.2811683.
  5. Stephen H. Edwards. Improving student performance by evaluating how well students test their own programs. J. Educ. Resour. Comput., 3(3):1–es, September 2003. URL: https://doi.org/10.1145/1029994.1029995.
  6. E. Enström, G. Kreitz, F. Niemelä, P. Söderman, and V. Kann. Five years with kattis — using an automated assessment system in teaching. In 2011 Frontiers in Education Conference (FIE), pages T3J-1-T3J-6, October 2011. URL: https://doi.org/10.1109/FIE.2011.6142931.
  7. Ken Hartness. Robocode: Using Games to Teach Artificial Intelligence. J. Comput. Sci. Coll., 19(4):287-291, April 2004. URL: http://dl.acm.org/citation.cfm?id=1050231.1050275.
  8. IBM Community. Coderally, 2013. Last checked on November 2019. URL: https://ibm.com/developerworks/community/blogs/code-rally.
  9. José Paulo Leal and Fernando Silva. Mooshak: A Web-based multi-site programming contest system. Software: Practice and Experience, 33(6):567-581, 2003. URL: https://doi.org/10.1002/spe.522.
  10. Arnold M. Lund. Measuring usability with the use questionnaire. Usability interface, 8(2):3-6, 2001. Google Scholar
  11. José Carlos Paiva, José Paulo Leal, and Ricardo Queirós. Authoring game-based programming challenges to improve students' motivation. In Michael E. Auer and Thrasyvoulos Tsiatsos, editors, The Challenges of the Digital Transformation in Education, pages 602-613, Cham, 2020. Springer International Publishing. Google Scholar
  12. José Carlos Paiva, José Paulo Leal, and Ricardo Alexandre Queirós. Enki: A pedagogical services aggregator for learning programming languages. In Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, pages 332-337. ACM, 2016. URL: https://doi.org/10.1145/2899415.2899441.
Questions / Remarks / Feedback
X

Feedback for Dagstuhl Publishing


Thanks for your feedback!

Feedback submitted

Could not send message

Please try again later or send an E-mail