Publication
Authoring game-based programming challenges to improve students’ motivation
| dc.contributor.author | Paiva, José Carlos | |
| dc.contributor.author | Leal, José Paulo | |
| dc.contributor.author | Queirós, Ricardo | |
| dc.date.accessioned | 2019-11-12T15:51:29Z | |
| dc.date.available | 2019-11-12T15:51:29Z | |
| dc.date.issued | 2020 | |
| dc.description.abstract | 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 feedback and game-thinking, are more prone to have longterm positive effects on students, but those are typically complex to create or adapt to slightly distinct contexts. This paper presents Asura, a game-based programming assessment environment providing means to minimize the hurdle of building game challenges. These challenges invite the student to code a Software Agent to solve a certain problem, in a way that can defeat every opponent. Moreover, the experiment conducted to assess the difficulty of authoring Asura challenges is described. | pt_PT |
| dc.description.sponsorship | This work is partially funded by the ERDF – European Regional Development Fund – through the COMPETE 2020 Programme within project POCI01-0145-FEDER-006961, and by National Funds through the FCT – Fundação para a Ciência e a Tecnologia (Portuguese Foundation for Science and Technology) – as part of project UID/EEA/50014/2013 | |
| dc.description.version | info:eu-repo/semantics/publishedVersion | pt_PT |
| dc.identifier.doi | 10.1007/978-3-030-11932-4_57 | |
| dc.identifier.isbn | 978-3-030-11931-7 | |
| dc.identifier.isbn | 978-3-030-11932-4 | |
| dc.identifier.uri | http://hdl.handle.net/10400.22/14807 | |
| dc.language.iso | eng | pt_PT |
| dc.publisher | Springer, Cham | pt_PT |
| dc.relation | POCI01-0145-FEDER-006961 | |
| dc.relation | UID/EEA/50014/2013 | |
| dc.relation.publisherversion | https://link.springer.com/chapter/10.1007/978-3-030-11932-4_57 | pt_PT |
| dc.subject | Games | pt_PT |
| dc.subject | Gamification | pt_PT |
| dc.subject | Authoring | pt_PT |
| dc.subject | Learning | pt_PT |
| dc.subject | Programming | pt_PT |
| dc.subject | Competitive | pt_PT |
| dc.subject | Graphical feedback | pt_PT |
| dc.title | Authoring game-based programming challenges to improve students’ motivation | pt_PT |
| dc.type | conference object | |
| dspace.entity.type | Publication | |
| oaire.citation.conferencePlace | Kos Island, Greece | pt_PT |
| oaire.citation.endPage | 613 | pt_PT |
| oaire.citation.startPage | 602 | pt_PT |
| oaire.citation.title | The Challenges of the Digital Transformation in Education. International Conference on Interactive Collaborative Learning ICL 2018: Advances in Intelligent Systems and Computing | pt_PT |
| person.familyName | Queirós | |
| person.givenName | Ricardo | |
| person.identifier | R-000-MDC | |
| person.identifier.ciencia-id | 711A-CAB3-7A23 | |
| person.identifier.orcid | 0000-0002-1985-6285 | |
| person.identifier.scopus-author-id | 26633220900 | |
| rcaap.rights | closedAccess | pt_PT |
| rcaap.type | conferenceObject | pt_PT |
| relation.isAuthorOfPublication | d8531e25-82f0-4a16-8e56-a38070fa64cd | |
| relation.isAuthorOfPublication.latestForDiscovery | d8531e25-82f0-4a16-8e56-a38070fa64cd |
