Next Article in Journal
Implementing Mobile Games into Care Services—Service Models for Finnish and Chinese Elderly Care
Next Article in Special Issue
Cloud Based Virtual Reality Exposure Therapy Service for Public Speaking Anxiety
Previous Article in Journal
Axiomatisation and Simulation
Previous Article in Special Issue
Architecture of a Dispersed Gamification System for Tourist Attractions

PROud—A Gamification Framework Based on Programming Exercises Usage Data

Department of Informatics, School of Media Arts and Design (ESMAD), Polytechnic of Porto, 4480-786 Vila do Conde, Portugal
Information 2019, 10(2), 54;
Received: 8 January 2019 / Revised: 31 January 2019 / Accepted: 5 February 2019 / Published: 7 February 2019
(This article belongs to the Special Issue Cloud Gamification)
Solving programming exercises is the best way to promote practice in computer programming courses and, hence, to learn a programming language. Meanwhile, programming courses continue to have an high rate of failures and dropouts. The main reasons are related with the inherent domain complexity, the teaching methodologies, and the absence of automatic systems with features such as intelligent authoring, profile-based exercise sequencing, content adaptation, and automatic evaluation on the student’s resolution. At the same time, gamification is being used as an approach to engage learners’ motivations. Despite its success, its implementation is still complex and based on ad-hoc and proprietary solutions. This paper presents PROud as a framework to inject gamification features in computer programming learning environments based on the usage data from programming exercises. This data can be divided into two categories: generic data produced by the learning environment—such as, the number of attempts and the duration that the students took to solve a specific exercise—or code-specific data produced by the assessment tool—such as, code size, use memory, or keyword detection. The data is gathered in cloud storage and can be consumed by the learning environment through the use of a client library that communicates with the server through an established Application Programming Interface (API). With the fetched data, the learning environment can generate new gamification assets (e.g., leaderboards, quests, levels) or enrich content adaptations and recommendations in the inner components such as the sequencing tools. The framework is evaluated on its usefulness in the creation of a gamification asset to present dynamic statistics on specific exercises. View Full-Text
Keywords: cloud gamification; web services; computer programming cloud gamification; web services; computer programming
Show Figures

Figure 1

MDPI and ACS Style

Queirós, R. PROud—A Gamification Framework Based on Programming Exercises Usage Data. Information 2019, 10, 54.

AMA Style

Queirós R. PROud—A Gamification Framework Based on Programming Exercises Usage Data. Information. 2019; 10(2):54.

Chicago/Turabian Style

Queirós, Ricardo. 2019. "PROud—A Gamification Framework Based on Programming Exercises Usage Data" Information 10, no. 2: 54.

Find Other Styles
Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.

Article Access Map by Country/Region

Back to TopTop