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Documents authored by Montella, Raffaele


Document
In-Browser C++ Interpreter for Lightweight Intelligent Programming Learning Environments

Authors: Tomas Blažauskas, Arnoldas Rauba, Jakub Swacha, Raffaele Montella, and Rytis Maskeliunas

Published in: OASIcs, Volume 133, 6th International Computer Programming Education Conference (ICPEC 2025)


Abstract
The paper presents a browser native C++ interpreter integrated into an AI-assisted educational platform designed to enhance programming learning in formal education. The interpreter leverages Parsing Expression Grammars (PEG) to generate Abstract Syntax Trees (AST) and executes C++ code using a TypeScript-based runtime. The system supports key C++ features, including pointer arithmetic, function overloading, and namespace resolution, and emulates memory management via reference-counted JavaScript objects. Integrated within a web-based learning environment, it provides automated feedback, error explanations, and code quality evaluations. The evaluation involved 4582 students in three difficulty levels and feedback from 14 teachers. The results include high system usability scale (SUS) scores (avg. 83.5) and WBLT learning effectiveness scores (avg. 4.58/5). Interpreter performance testing in 65 cases averaged under 10 ms per task, confirming its practical applicability to school curricula. The system supports SCORM and PWA deployment, enabling LMS-independent usage. The work introduces a technical innovation in browser-based C++ execution and a scalable framework for LLM-enhanced programming pedagogy.

Cite as

Tomas Blažauskas, Arnoldas Rauba, Jakub Swacha, Raffaele Montella, and Rytis Maskeliunas. In-Browser C++ Interpreter for Lightweight Intelligent Programming Learning Environments. In 6th International Computer Programming Education Conference (ICPEC 2025). Open Access Series in Informatics (OASIcs), Volume 133, pp. 14:1-14:15, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{blazauskas_et_al:OASIcs.ICPEC.2025.14,
  author =	{Bla\v{z}auskas, Tomas and Rauba, Arnoldas and Swacha, Jakub and Montella, Raffaele and Maskeliunas, Rytis},
  title =	{{In-Browser C++ Interpreter for Lightweight Intelligent Programming Learning Environments}},
  booktitle =	{6th International Computer Programming Education Conference (ICPEC 2025)},
  pages =	{14:1--14:15},
  series =	{Open Access Series in Informatics (OASIcs)},
  ISBN =	{978-3-95977-393-5},
  ISSN =	{2190-6807},
  year =	{2025},
  volume =	{133},
  editor =	{Queir\'{o}s, Ricardo and Pinto, M\'{a}rio and Portela, Filipe and Sim\~{o}es, Alberto},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2025.14},
  URN =		{urn:nbn:de:0030-drops-240449},
  doi =		{10.4230/OASIcs.ICPEC.2025.14},
  annote =	{Keywords: C++ interpreter, browser-based execution, programming education, LLM-assisted learning, PEG, AST, TypeScript runtime}
}
Document
A Roadmap to Gamify Programming Education

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

Published in: OASIcs, Volume 81, First International Computer Programming Education Conference (ICPEC 2020)


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.

Cite as

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)


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