A Roadmap to Gamify Programming Education

Authors Jakub Swacha , Ricardo Queirós , José Carlos Paiva , José Paulo Leal , Sokol Kosta , Raffaele Montella



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Author Details

Jakub Swacha
  • University of Szczecin, Poland
Ricardo Queirós
  • CRACS - INESC-Porto LA, Portugal
  • uniMAD, ESMAD/Polythechnic of Porto, Portugal
José Carlos Paiva
  • CRACS - INESC-Porto LA, Portugal
  • DCC - FCUP, Porto, Portugal
José Paulo Leal
  • CRACS - INESC-Porto LA, Portugal
  • DCC - FCUP, Porto, Portugal
Sokol Kosta
  • Aalborg Universitet, Denmark
Raffaele Montella
  • Università Degli Studi Di Napoli "Parthenope", Italy

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Jakub Swacha, Ricardo Queirós, José Carlos Paiva, José Paulo Leal, Sokol Kosta, and Raffaele Montella. A Roadmap to Gamify Programming Education. In First International Computer Programming Education Conference (ICPEC 2020). Open Access Series in Informatics (OASIcs), Volume 81, pp. 26:1-26:7, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2020) https://doi.org/10.4230/OASIcs.ICPEC.2020.26

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.

Subject Classification

ACM Subject Classification
  • Social and professional topics → Computer science education
Keywords
  • gamification
  • programming
  • learning
  • automatic assessment
  • programming exercises

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