Go to:
Logótipo
Comuta visibilidade da coluna esquerda
Você está em: Start > Publications > View > Authoring Game-Based Programming Challenges to Improve Students' Motivation
Publication

Publications

Authoring Game-Based Programming Challenges to Improve Students' Motivation

Title
Authoring Game-Based Programming Challenges to Improve Students' Motivation
Type
Article in International Conference Proceedings Book
Year
2020
Authors
Paiva, JC
(Author)
Other
The person does not belong to the institution. The person does not belong to the institution. The person does not belong to the institution. View Authenticus page Without ORCID
José Paulo Leal
(Author)
FCUP
View Personal Page You do not have permissions to view the institutional email. Search for Participant Publications View Authenticus page View ORCID page
Ricardo Queiros
(Author)
Other
View Personal Page You do not have permissions to view the institutional email. Search for Participant Publications View Authenticus page Without ORCID
Conference proceedings International
Pages: 602-613
21st International Conference on Interactive Collaborative Learning (ICL) / 47th IGIP International Conference on Engineering Pedagogy - Teaching and Learning in a Digital World
GREECE, SEP 25-28, 2018
Other information
Authenticus ID: P-00Q-GFH
Abstract (EN): 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.
Language: English
Type (Professor's evaluation): Scientific
No. of pages: 12
Documents
We could not find any documents associated to the publication.
Related Publications

Of the same authors

Design and implementation of an IDE for learning programming languages using a gamification service (2016)
Chapter or Part of a Book
Paiva, JC; José Paulo Leal; Ricardo Queiros
Managing Gamified Programming Courses with the FGPE Platform (2022)
Article in International Scientific Journal
Paiva, JC; Ricardo Queiros; José Paulo Leal; Swacha, J; Miernik, F
GEdIL-Gamified Education Interoperability Language (2020)
Article in International Scientific Journal
Swacha, J; Paiva, JC; José Paulo Leal; Ricardo Queiros; Montella, R; Kosta, S
Gamification of Learning Activities with the Odin service (2016)
Article in International Scientific Journal
Paiva, JC; José Paulo Leal; Ricardo Queiros
Fostering Programming Practice through Games (2020)
Article in International Scientific Journal
Paiva, JC; José Paulo Leal; Ricardo Queiros

See all (18)

Recommend this page Top
Copyright 1996-2025 © Faculdade de Direito da Universidade do Porto  I Terms and Conditions  I Acessibility  I Index A-Z
Page created on: 2025-07-21 at 01:16:29 | Privacy Policy | Personal Data Protection Policy | Whistleblowing