Abstract
We have developed a novel authoring tool for a programming learning environment that incorporates Gamification as a means of motivation named CodeTrainig. This tool focuses on improving students’ programming skills, and it offers authors not only authorship of resources but also of Gamification associated with them. An author can create courses composed by several resources. Resources are formed, in its finer grain, by programming exercises which have a description of the problem to be solved, a set of test cases, and game elements. Students can participate on courses by solving its programming exercises. As they solve exercises they earn points and rise in a leader board. Moreover, the environment let students enable or disable game components, since some of them might dislike the competitive nature of Gamification. We present some experiments we have made with the authoring tool.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Portelli, J.P., McMahon, B.: Engagement for what? Beyond popular discourses of student engagement. Leadersh. Policy Sch. 3(1), 59–76 (2004)
De Freitas, S.: Learning in immersive worlds a review of game-based learning prepared for the JISC e-learning programme. JISC eLearn. Innov. 3(3), 73 (2006)
Jenkins, T.: On the difficulty of learning to program. Lang. (Baltim) 4, 53–58 (2002)
Winslow, L.E.: Programming Pedagogy - a Psychological Overview. ACM SIGCSE Bull. 28(3), 17–22 (1996)
Lahtinen, E., Ala-Mutka, K., Järvinen, H.-M.: A study of the difficulties of novice programmers. ACM SIGCSE Bull. 37(3), 14 (2005)
Robins, A., Rountree, J., Rountree, N.: Learning and teaching programming: a review and discussion. Comput. Sci. Educ. 13(2), 137–172 (2003)
Feldgen, M., Clua, O.: Games as a motivation for freshman students to learn programming. In: 34th Annual Frontiers in Education, FIE 2004, pp. 1079–1084 (2004)
Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum.-Comput. Stud. 74, 14–31 (2014)
Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., Martínez-Herráiz, J.J.: Gamifying learning experiences: practical implications and outcomes. Comput. Educ. 63, 380–392 (2013)
Li, W., Grossman, T., Fitzmaurice, G.: GamiCAD: a gamified tutorial system for first time AutoCAD users. In: UIST 2012 - Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology, pp. 103–112 (2012)
Snyder, E., Hartig, J.R.: Gamification of board review: a residency curricular innovation. Med. Educ. 47, 524–525 (2013)
Fitz-Walter, Z., Tjondronegoro, D., Wyeth, P.: A gamified mobile application for engaging new students at university orientation. In: Proceedings of the 24th Australian Computer-Human Interaction Conference - OzCHI 2012, pp. 138–141 (2012)
Foster, J.A., Sheridan, P.K., Irish, R.: Gamification as a strategy for promoting deeper investigation in a reverse engineering activity. In: Proceedings of the 2012 ASEE Annual Conference, pp. 1–15 (2012)
Landers, R.N., Callan, R.C., De Freitas, S., Liarokapis, F.: Casual social games as serious games: the psychology of gamification in undergraduate education and employee training. In: Ma, M., Oikonomou, A., Jain, L.C. (eds.) Serious Games and Edutainment Applications, pp. 399–423. Springer, Heidelberg (2011). doi:10.1007/978-1-4471-2161-9_20
Spence, M., Foster, J.A., Irish, R., Sheridan, P.K., Frost, G.S.: ‘Gamifying’ a library orientation tutorial for improved motivation and learning. In: ASEE Annual Conference and Exposition, Conference Proceedings, no. 2007 (2012)
Kose, U., Deperlioglu, O.: Intelligent learning environments within blended learning for ensuring effective C programming course. arXiv Prepr arXiv1205.2670 (2012)
Hartanto, B.: Incorporating anchored learning in a C# intelligent tutoring system (2014)
Hsiao, I.-H., Sosnovsky, S., Brusilovsky, P.: Adaptive navigation support for parameterized questions in object-oriented programming. In: Cress, U., Dimitrova, V., Specht, M. (eds.) EC-TEL 2009. LNCS, vol. 5794, pp. 88–98. Springer, Heidelberg (2009)
Neve, P., Hunter, G., Livingston, D., Orwell, J.: NoobLab: an intelligent learning environment for teaching programming. In: 2012 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology, pp. 357–361 (2012)
Swacha, J., Baszuro, P.: Gamification-based e-learning platform for computer programming education. In: World Conference on Computers in Education, no. 2012, pp. 122–130 (2013)
Ibanez, M.-B., Di-Serio, A., Delgado-Kloos, C.: Gamification for engaging computer science students in learning activities: a case study. IEEE Trans. Learn. Technol. 7(3), 291–301 (2014)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Barrón-Estrada, M.L., Zatarain-Cabada, R., Lindor-Valdez, M. (2017). CodeTraining: An Authoring Tool for a Gamified Programming Learning Environment. In: Pichardo-Lagunas, O., Miranda-Jiménez, S. (eds) Advances in Soft Computing. MICAI 2016. Lecture Notes in Computer Science(), vol 10062. Springer, Cham. https://doi.org/10.1007/978-3-319-62428-0_41
Download citation
DOI: https://doi.org/10.1007/978-3-319-62428-0_41
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-62427-3
Online ISBN: 978-3-319-62428-0
eBook Packages: Computer ScienceComputer Science (R0)