Framework for Gamified Programming Education (Erasmus+ Programme)

O1: Gamification Scheme for Programming Exercises

The true gamification cannot be equated with just „points, badges and leaderboards”. In order to increase the students’ motivation to learn programming, more advanced gamification techniques should be employed than simply adding points for every completed exercise. The document provided below defines a catalogue of gamification techniques adapted for the purposes of programming education. It is a direct result of the work done during the first phase of the Framework for Gamified Programming Education project. It constitutes a necessary…

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O2: Data Exchange Format for Gamified Programming Exercises

In order to make it possible to share the programming exercises having the gamification layer among different universities and courses, they have to conform to a common data format. Inclusion of elements such as the challenge definition, including the optional modifiers to make it more difficult, the interactive story layer, including the links to other exercises, and the award definition in terms of points, badges and virtual items in the Data Exchange Format for Gamified Programming Exercises will allow…

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O3: Tools Supporting Editing and Conversion of Programming Exercises

The preparation of programming exercises is a time-consuming effort. In order to save a significant part of that time, the development of tools is envisaged that would support editing and conversion of programming exercises. The editing tools would feature the proper visualization of various exercise specification parts, managing the components of a course (including the exercises and course-level meta-data), the dictionary of applicable gamification techniques so that they could be just easily picked and parametrized for a specific exercise…

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O4: Programming Courses featuring Gamified Exercises

The intellectual output will have a form of sets of gamified programming exercises combined into courses addressing specific topics. The exercises will contain the embedded gamification-related data. While all the partners teach programming in English, some of them also teach it in respective national languages. In order to avoid the additional natural language barrier in learning programming, the exercises as well as the user interface and generated messages will be translated to several languages to make them more comprehensible…

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O5: Programming Learning Environment featuring Gamified Exercises

In order to make use of the programming exercises, an interactive programming learning environment is required to properly visualize the content of the exercise (including the possible theoretical context, the problem statement, the goal of the exercise or the initial code), allow the student to prepare and submit the solution, provide feedback (accepting or declining the solution, pointing to the identified flaws and suggesting directions for corrections) as well as give the instructor the access to the progress indicators…

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