2017
DOI: 10.4018/978-1-5225-1034-5.ch014
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Design and Implementation of an IDE for Learning Programming Languages Using a Gamification Service

Abstract: This chapter presents the architecture and design of Enki, an Integrated Development Environment (IDE) for learning programming languages on Massive Open Online Courses (MOOCs). This environment can be used as a tool by a Learning Management System (LMS) and a typical LMS such as Moodle can launch it using the Learning Tool Interoperability (LTI) API. Student authentication tokens are passed via LTI, thus integrating Enki in the single sign-on domain of the academic institution. The proposed tool has a web use… Show more

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Cited by 5 publications
(3 citation statements)
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“…Teknologi pada dunia pendidikan [11], [12] berkembang setiap tahunnya dengan cepat dan terciptalah teknologi baru sebagai media dalam proses pembelajaran yang dinamakan dengan gamifikasi [13], [14], [15], oleh karena itu penelitian ini membahas bagaimana mencari solusi atas masalah yang bersangkutan dengan manusia dari segi pengembangan serta pemeliharaan rekayasa perangkat lunak. Dapat diartikan bahwa rekayasa perangkat lunak terlalu terfokus pada proses kinerja manusia dimana kinerja tersebut berkolaborasi dengan lingkungan yang tidak stabil.…”
Section: A Gamifikasi Dalam Rekayasa Perangkat Lunakunclassified
“…Teknologi pada dunia pendidikan [11], [12] berkembang setiap tahunnya dengan cepat dan terciptalah teknologi baru sebagai media dalam proses pembelajaran yang dinamakan dengan gamifikasi [13], [14], [15], oleh karena itu penelitian ini membahas bagaimana mencari solusi atas masalah yang bersangkutan dengan manusia dari segi pengembangan serta pemeliharaan rekayasa perangkat lunak. Dapat diartikan bahwa rekayasa perangkat lunak terlalu terfokus pada proses kinerja manusia dimana kinerja tersebut berkolaborasi dengan lingkungan yang tidak stabil.…”
Section: A Gamifikasi Dalam Rekayasa Perangkat Lunakunclassified
“…Hence, integrating games or play-to-learn approaches into the study curricula may potentially increase students' engagement in the programming course due to their familiarity [13,14]. Another approach would be to incorporate into the learning process elements of gamification [15][16][17], which utilize the concept of rewards, for example, achievement systems that are common in computer games [18]. Consequently, students are motivated to perform tasks and gather badges or decorations which are then presented in the socalled hall of fame [19,20].…”
Section: Related Workmentioning
confidence: 99%
“…Although students are gaining knowledge during the process, it is not a direct goal of programming classes. For this reason, the authors have decided to design a custom electronic printed circuit board (Figure 1), with a variety of input/output modules such as: Eight LEDslight emitting diodes (12), a LED matrix display (6), a 128x64 graphical display (4), an alphanumeric display (5), a four seven-segment displays (10), two two-axis joysticks (13), two keyboardsone with arrow keys (15) and the other one with numerical keys (14), a potentiometer (8), a buzzer (2), a Bluetooth module (3), an audio amplifier (16), an ultrasonic distance sensor (11), configuration switches (9) and a socket for connecting four servo motors (1). All those modules are connected to the central unitan Arduino Due board (7).…”
Section: Educational Boardmentioning
confidence: 99%