Authoring Game-Based Programming Challenges to Improve Students’ Motivation
Authoring Game-Based Programming Challenges to Improve Students’ Motivation
dc.contributor.author | José Paulo Leal | en |
dc.contributor.author | José Carlos Paiva | en |
dc.contributor.author | Ricardo Queirós | en |
dc.contributor.other | 5125 | en |
dc.contributor.other | 6251 | en |
dc.contributor.other | 5695 | en |
dc.date.accessioned | 2023-08-02T08:17:26Z | |
dc.date.available | 2023-08-02T08:17:26Z | |
dc.date.issued | 2020 | en |
dc.description.abstract | 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. © 2020, Springer Nature Switzerland AG. | en |
dc.identifier | P-00Q-GFH | en |
dc.identifier.uri | https://repositorio.inesctec.pt/handle/123456789/14288 | |
dc.language | eng | en |
dc.rights | info:eu-repo/semantics/openAccess | en |
dc.title | Authoring Game-Based Programming Challenges to Improve Students’ Motivation | en |
dc.type | en | |
dc.type | Publication | en |
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