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Managing gamified programming courses with the FGPE platform

Paiva, José Carlos; Queirós, Ricardo; Leal, José Paulo; Swacha, Jakub; Miernik, Filip

E-learning tools are gaining increasing relevance as facilitators in the task of learning how to program. This is mainly a result of the pandemic situation and consequent lockdown in several countries, which forced distance learning. Instant and relevant feedback to students, particularly if coupled with gamification, plays a pivotal role in this process and has already been demonstrated as an effective solutio...


GEdIL-Gamified Education Interoperability Language

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

The paper introduces Gamified Education Interoperability Language (GEdIL), designed as a means to represent the set of gamification concepts and rules applied to courses and exercises separately from their actual educational content. This way, GEdIL allows not only for an easy yet effective specification of gamification schemes for educational purposes, but also sharing them among instructors and reusing in var...


Authoring game-based programming challenges to improve students’ motivation

Paiva, José Carlos; Leal, José Paulo; Queirós, Ricardo

One of the great challenges in programming education is to keep students motivated while working on their programming assignments. Of the techniques proposed in the literature to engage students, gamification is arguably the most widely spread and effective method. Nevertheless, gamification is not a panacea and can be harmful to students. Challenges comprising intrinsic motivators of games, such as graphical f...


Fostering programming practice through games

Paiva, José Carlos; Leal, José Paulo; Queirós, Ricardo

Loss of motivation is one of the most prominent concerns in programming education as it negatively impacts time dedicated to practice, which is crucial for novice programmers. Of the distinct techniques introduced in the literature to engage students, gamification, is likely the most widely explored and fruitful. Game elements that intrinsically motivate students, such as graphical feedback and game-thinking, r...


Defining requirements for a gamified programming exercises format

Swacha, Jakub; Queirós, Ricardo; Paiva, José Carlos; Leal, José Paulo

Computer programming is a complex domain both to teach and learn. This incited endeavors to find methods that could mitigateat least some of the existing barriers. In the last years, automatic assessment has been playing an important role in reducing theburden of teachers in the assessment of students’ attempts to solve programming exercises and fostering the autonomy of studentsby allowing them to practice in ...


Integration of ePortfolios in learning management systems

Queirós, Ricardo; Oliveira, Lino; Leal, José Paulo; Moreira, Fernando

The LMS plays a decisive role in most eLearning environments. Al-though they integrate many useful tools for managing eLearning activities, they must also be effectively integrated with other specialized systems typically found in an educational environment such as Repositories of Learning Objects or ePortfolio Systems. Both types of systems evolved separately but in recent years the trend is to combine them, a...


Fostering students-driven learning of computer programming with an ensemble of ...

Queirós, Ricardo; Leal, José Paulo

Learning through practice is crucial to acquire a complex skill. Nevertheless, learning is only effective if students have at their disposal a wide range of exercises that cover all the course syllabus and if their solutions are promptly evaluated and given the appropriate feedback. Currently the teaching-learning process in complex domains, such as computer programming, is characterized by an extensive curricu...


Design and implementation of an IDE for learning programming languages using a ...

Paiva, José Carlos; Leal, José Paulo; Queirós, Ricardo

This chapter presents the architecture and design of Enki, an Integrated Development Environment (IDE) for learning programming languages on Massive Open Online Courses (MOOCs). This environment can be used as a tool by a Learning Management System (LMS) and a typical LMS such as Moodle can launch it using the Learning Tool Interoperability (LTI) API. Student authentication tokens are passed via LTI, thus integ...


Integrating rich learning applications in LMS

Queirós, Ricardo; Leal, José Paulo; Paiva, José

Currently, a learning management system (LMS) plays a central role in any e-learning environment. These environments include systems to handle the pedagogic aspects of the teaching–learning process (e.g. specialized tutors, simulation games) and the academic aspects (e.g. academic management systems). Thus, the potential for interoperability is an important, although over looked, aspect of an LMS. In this paper...


Enki: A Pedagogical Services Aggregator for Learning Programming Languages

Paiva, José Carlos; Leal, José Paulo; Queirós, Ricardo

This paper presents Enki, a web-based IDE that integrates several pedagogical tools designed to engage students in learning programming languages. Enki achieves this goal (1) by sequencing educational resources, either expository or evaluative, (2) by using gamification services to entice students to solve activities, (3) by promoting social interaction and (4) by helping students with activities, providing fee...


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