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Authoring game-based programming challenges to improve students’ motivation

dc.contributor.authorPaiva, José Carlos
dc.contributor.authorLeal, José Paulo
dc.contributor.authorQueirós, Ricardo
dc.date.accessioned2019-11-12T15:51:29Z
dc.date.available2019-11-12T15:51:29Z
dc.date.issued2020
dc.description.abstractOne 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.sponsorshipThis 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.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.doi10.1007/978-3-030-11932-4_57
dc.identifier.isbn978-3-030-11931-7
dc.identifier.isbn978-3-030-11932-4
dc.identifier.urihttp://hdl.handle.net/10400.22/14807
dc.language.isoengpt_PT
dc.publisherSpringer, Champt_PT
dc.relationPOCI01-0145-FEDER-006961
dc.relationUID/EEA/50014/2013
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007/978-3-030-11932-4_57pt_PT
dc.subjectGamespt_PT
dc.subjectGamificationpt_PT
dc.subjectAuthoringpt_PT
dc.subjectLearningpt_PT
dc.subjectProgrammingpt_PT
dc.subjectCompetitivept_PT
dc.subjectGraphical feedbackpt_PT
dc.titleAuthoring game-based programming challenges to improve students’ motivationpt_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.conferencePlaceKos Island, Greecept_PT
oaire.citation.endPage613pt_PT
oaire.citation.startPage602pt_PT
oaire.citation.titleThe Challenges of the Digital Transformation in Education. International Conference on Interactive Collaborative Learning ICL 2018: Advances in Intelligent Systems and Computingpt_PT
person.familyNameQueirós
person.givenNameRicardo
person.identifierR-000-MDC
person.identifier.ciencia-id711A-CAB3-7A23
person.identifier.orcid0000-0002-1985-6285
person.identifier.scopus-author-id26633220900
rcaap.rightsclosedAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublicationd8531e25-82f0-4a16-8e56-a38070fa64cd
relation.isAuthorOfPublication.latestForDiscoveryd8531e25-82f0-4a16-8e56-a38070fa64cd

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