PROud - a gamification framework based on programming exercises usage data

Detalhes bibliográficos
Autor(a) principal: Queirós, Ricardo
Data de Publicação: 2019
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.22/14792
Resumo: Solving programming exercises is the best way to promote practice in computer programming courses and, hence, to learn a programming language. Meanwhile, programming courses continue to have an high rate of failures and dropouts. The main reasons are related with the inherent domain complexity, the teaching methodologies, and the absence of automatic systems with features such as intelligent authoring, profile-based exercise sequencing, content adaptation, and automatic evaluation on the student’s resolution. At the same time, gamification is being used as an approach to engage learners’ motivations. Despite its success, its implementation is still complex and based on ad-hoc and proprietary solutions. This paper presents PROud as a framework to inject gamification features in computer programming learning environments based on the usage data from programming exercises. This data can be divided into two categories: generic data produced by the learning environment—such as, the number of attempts and the duration that the students took to solve a specific exercise—or code-specific data produced by the assessment tool—such as, code size, use memory, or keyword detection. The data is gathered in cloud storage and can be consumed by the learning environment through the use of a client library that communicates with the server through an established Application Programming Interface (API). With the fetched data, the learning environment can generate new gamification assets (e.g., leaderboards, quests, levels) or enrich content adaptations and recommendations in the inner components such as the sequencing tools. The framework is evaluated on its usefulness in the creation of a gamification asset to present dynamic statistics on specific exercises.
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spelling PROud - a gamification framework based on programming exercises usage dataCloud gamificationWeb servicesComputer programmingSolving programming exercises is the best way to promote practice in computer programming courses and, hence, to learn a programming language. Meanwhile, programming courses continue to have an high rate of failures and dropouts. The main reasons are related with the inherent domain complexity, the teaching methodologies, and the absence of automatic systems with features such as intelligent authoring, profile-based exercise sequencing, content adaptation, and automatic evaluation on the student’s resolution. At the same time, gamification is being used as an approach to engage learners’ motivations. Despite its success, its implementation is still complex and based on ad-hoc and proprietary solutions. This paper presents PROud as a framework to inject gamification features in computer programming learning environments based on the usage data from programming exercises. This data can be divided into two categories: generic data produced by the learning environment—such as, the number of attempts and the duration that the students took to solve a specific exercise—or code-specific data produced by the assessment tool—such as, code size, use memory, or keyword detection. The data is gathered in cloud storage and can be consumed by the learning environment through the use of a client library that communicates with the server through an established Application Programming Interface (API). With the fetched data, the learning environment can generate new gamification assets (e.g., leaderboards, quests, levels) or enrich content adaptations and recommendations in the inner components such as the sequencing tools. The framework is evaluated on its usefulness in the creation of a gamification asset to present dynamic statistics on specific exercises.MDPIRepositório Científico do Instituto Politécnico do PortoQueirós, Ricardo2019-11-07T15:31:28Z20192019-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.22/14792eng10.3390/info10020054info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-03-13T12:58:27Zoai:recipp.ipp.pt:10400.22/14792Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:34:35.138502Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv PROud - a gamification framework based on programming exercises usage data
title PROud - a gamification framework based on programming exercises usage data
spellingShingle PROud - a gamification framework based on programming exercises usage data
Queirós, Ricardo
Cloud gamification
Web services
Computer programming
title_short PROud - a gamification framework based on programming exercises usage data
title_full PROud - a gamification framework based on programming exercises usage data
title_fullStr PROud - a gamification framework based on programming exercises usage data
title_full_unstemmed PROud - a gamification framework based on programming exercises usage data
title_sort PROud - a gamification framework based on programming exercises usage data
author Queirós, Ricardo
author_facet Queirós, Ricardo
author_role author
dc.contributor.none.fl_str_mv Repositório Científico do Instituto Politécnico do Porto
dc.contributor.author.fl_str_mv Queirós, Ricardo
dc.subject.por.fl_str_mv Cloud gamification
Web services
Computer programming
topic Cloud gamification
Web services
Computer programming
description Solving programming exercises is the best way to promote practice in computer programming courses and, hence, to learn a programming language. Meanwhile, programming courses continue to have an high rate of failures and dropouts. The main reasons are related with the inherent domain complexity, the teaching methodologies, and the absence of automatic systems with features such as intelligent authoring, profile-based exercise sequencing, content adaptation, and automatic evaluation on the student’s resolution. At the same time, gamification is being used as an approach to engage learners’ motivations. Despite its success, its implementation is still complex and based on ad-hoc and proprietary solutions. This paper presents PROud as a framework to inject gamification features in computer programming learning environments based on the usage data from programming exercises. This data can be divided into two categories: generic data produced by the learning environment—such as, the number of attempts and the duration that the students took to solve a specific exercise—or code-specific data produced by the assessment tool—such as, code size, use memory, or keyword detection. The data is gathered in cloud storage and can be consumed by the learning environment through the use of a client library that communicates with the server through an established Application Programming Interface (API). With the fetched data, the learning environment can generate new gamification assets (e.g., leaderboards, quests, levels) or enrich content adaptations and recommendations in the inner components such as the sequencing tools. The framework is evaluated on its usefulness in the creation of a gamification asset to present dynamic statistics on specific exercises.
publishDate 2019
dc.date.none.fl_str_mv 2019-11-07T15:31:28Z
2019
2019-01-01T00:00:00Z
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dc.language.iso.fl_str_mv eng
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dc.relation.none.fl_str_mv 10.3390/info10020054
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dc.publisher.none.fl_str_mv MDPI
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instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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