2021
DOI: 10.1007/978-3-030-72654-6_46
|View full text |Cite
|
Sign up to set email alerts
|

FGPE Gamification Service: A GraphQL Service to Gamify Online Education

Abstract: Keeping students engaged while learning programming is becoming more and more imperative. Of the several proposed techniques, gamification is presumably the most widely studied and has already proven as an effective means to engage students. However, there is a complete lack of public and customizable solutions to gamified programming education that can be reused with personalized rules and learning material. FGPE Gamification Service (FGPE GS) is an open-source GraphQL service that transforms a package contai… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
5
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
3
1
1

Relationship

1
4

Authors

Journals

citations
Cited by 6 publications
(5 citation statements)
references
References 8 publications
0
5
0
Order By: Relevance
“…This work describes how the software ecosystem developed within the FGPE project [8] can be used to provide and manage gamified computer programming courses. While our previous work presented the formats needed to convey programming exercise [31] and gamification layer [32] definitions, and the gamification service [33], handling students' submissions, triggering gamification rules, and updating the game state, in this paper, we focus on the two remaining key elements of the ecosystem: FGPE AuthorKit and FGPE PLE. The first can be used to prepare programming exercise sets and relevant gamification rules, and the other to provide the students with the ability to play with gamified exercises and allow the teachers to set up challenges for the students and follow their progress.…”
Section: Discussionmentioning
confidence: 99%
See 3 more Smart Citations
“…This work describes how the software ecosystem developed within the FGPE project [8] can be used to provide and manage gamified computer programming courses. While our previous work presented the formats needed to convey programming exercise [31] and gamification layer [32] definitions, and the gamification service [33], handling students' submissions, triggering gamification rules, and updating the game state, in this paper, we focus on the two remaining key elements of the ecosystem: FGPE AuthorKit and FGPE PLE. The first can be used to prepare programming exercise sets and relevant gamification rules, and the other to provide the students with the ability to play with gamified exercises and allow the teachers to set up challenges for the students and follow their progress.…”
Section: Discussionmentioning
confidence: 99%
“…• Gamified programming exercises-the educational contents represented using two formats, one for describing programming exercises-YAPExIL [31]-and another for gamification layers-GEdIL [32], • FGPE Gamification Service [33], which processes gamification rules and keeps the game state, • Mooshak 2.0 [34], the sandbox for execution of the programs submitted by students and automatically assessing their correctness, • FGPE Programming Learning Environment (PLE) [35], providing the user interface for both students (to interact with gamified programming exercises, edit, and test their solutions) and teachers (to arrange exercise sets for their students and follow the students' progress with the exercises). In the following two sections, we shall present the two components that are essential for managing the gamified programming courses with the FGPE platform, namely AuthorKit and PLE.…”
Section: Fgpe Platform Architecturementioning
confidence: 99%
See 2 more Smart Citations
“…11 [79], [77], [78] Framework for Gamified Programming Education (FGPE) 12 [54] CodeGym 13 [76] Rimigs 14 [33] CYourWay…”
Section: No Referencementioning
confidence: 99%