PROud—A Gamification Framework Based on Programming Exercises Usage Data

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...

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Main Author: Ricardo Queirós
Format: Article
Language:English
Published: MDPI AG 2019-02-01
Series:Information
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Online Access:https://www.mdpi.com/2078-2489/10/2/54
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spelling doaj-472b3c6c9d7e4dc79fd45699a1626ad02020-11-25T02:10:52ZengMDPI AGInformation2078-24892019-02-011025410.3390/info10020054info10020054PROud—A Gamification Framework Based on Programming Exercises Usage DataRicardo Queirós0Department of Informatics, School of Media Arts and Design (ESMAD), Polytechnic of Porto, 4480-786 Vila do Conde, PortugalSolving 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.https://www.mdpi.com/2078-2489/10/2/54cloud gamificationweb servicescomputer programming
collection DOAJ
language English
format Article
sources DOAJ
author Ricardo Queirós
spellingShingle Ricardo Queirós
PROud—A Gamification Framework Based on Programming Exercises Usage Data
Information
cloud gamification
web services
computer programming
author_facet Ricardo Queirós
author_sort Ricardo Queirós
title PROud—A Gamification Framework Based on Programming Exercises Usage Data
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
publisher MDPI AG
series Information
issn 2078-2489
publishDate 2019-02-01
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.
topic cloud gamification
web services
computer programming
url https://www.mdpi.com/2078-2489/10/2/54
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