Skip to main content

CodeTraining: An Authoring Tool for a Gamified Programming Learning Environment

  • Conference paper
  • First Online:
Advances in Soft Computing (MICAI 2016)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 10062))

Included in the following conference series:

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Portelli, J.P., McMahon, B.: Engagement for what? Beyond popular discourses of student engagement. Leadersh. Policy Sch. 3(1), 59–76 (2004)

    Article  Google Scholar 

  2. 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)

    MathSciNet  Google Scholar 

  3. Jenkins, T.: On the difficulty of learning to program. Lang. (Baltim) 4, 53–58 (2002)

    Google Scholar 

  4. Winslow, L.E.: Programming Pedagogy - a Psychological Overview. ACM SIGCSE Bull. 28(3), 17–22 (1996)

    Article  Google Scholar 

  5. Lahtinen, E., Ala-Mutka, K., Järvinen, H.-M.: A study of the difficulties of novice programmers. ACM SIGCSE Bull. 37(3), 14 (2005)

    Article  Google Scholar 

  6. Robins, A., Rountree, J., Rountree, N.: Learning and teaching programming: a review and discussion. Comput. Sci. Educ. 13(2), 137–172 (2003)

    Article  Google Scholar 

  7. 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)

    Google Scholar 

  8. Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum.-Comput. Stud. 74, 14–31 (2014)

    Article  Google Scholar 

  9. 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)

    Article  Google Scholar 

  10. 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)

    Google Scholar 

  11. Snyder, E., Hartig, J.R.: Gamification of board review: a residency curricular innovation. Med. Educ. 47, 524–525 (2013)

    Article  Google Scholar 

  12. 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)

    Google Scholar 

  13. 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)

    Google Scholar 

  14. 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

    Chapter  Google Scholar 

  15. 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)

    Google Scholar 

  16. Kose, U., Deperlioglu, O.: Intelligent learning environments within blended learning for ensuring effective C programming course. arXiv Prepr arXiv1205.2670 (2012)

  17. Hartanto, B.: Incorporating anchored learning in a C# intelligent tutoring system (2014)

    Google Scholar 

  18. 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)

    Google Scholar 

  19. 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)

    Google Scholar 

  20. 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)

    Google Scholar 

  21. 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)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to María Lucía Barrón-Estrada .

Editor information

Editors and Affiliations

Rights and permissions

Reprints 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)

Publish with us

Policies and ethics