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 framewo...
Worldwide, the workforce requires professionals to master programming skills, regardless of their kn...
The importance of e-learning tools facilitating the process of learning to program is growing, espec...
Piteira, M., Costa, C. J., & Aparicio, M. (2017). A conceptual framework to implement gamification o...
Solving programming exercises is the best way to promote practice in computer programming courses an...
Solving programming exercises is the best way to promote practice in computer programming courses an...
Learning programming relies on practicing it which is often hampered by the barrier of difficulty. T...
Computer programming is a complex domain both to teach and learn. This incited endeavors to find met...
Computer programming is a difficult subject that can only be mastered with lots of practice. It is t...
The availability of Automated Assessment tools for computer programming tasks can be a significant a...
Gamification is the most active methodology utilized in the E-learning environment for teaching-lear...
Games have important motivational power. They take advantage of a set of tools to encourage people ...
For the past several years, many gamification applications have been introduced and implemented for ...
Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to ...
Gamification has attracted the attention of researchers from different areas such as marketing, heal...
E-learning tools are gaining increasing relevance as facilitators in the task of learning how to pro...
Worldwide, the workforce requires professionals to master programming skills, regardless of their kn...
The importance of e-learning tools facilitating the process of learning to program is growing, espec...
Piteira, M., Costa, C. J., & Aparicio, M. (2017). A conceptual framework to implement gamification o...
Solving programming exercises is the best way to promote practice in computer programming courses an...
Solving programming exercises is the best way to promote practice in computer programming courses an...
Learning programming relies on practicing it which is often hampered by the barrier of difficulty. T...
Computer programming is a complex domain both to teach and learn. This incited endeavors to find met...
Computer programming is a difficult subject that can only be mastered with lots of practice. It is t...
The availability of Automated Assessment tools for computer programming tasks can be a significant a...
Gamification is the most active methodology utilized in the E-learning environment for teaching-lear...
Games have important motivational power. They take advantage of a set of tools to encourage people ...
For the past several years, many gamification applications have been introduced and implemented for ...
Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to ...
Gamification has attracted the attention of researchers from different areas such as marketing, heal...
E-learning tools are gaining increasing relevance as facilitators in the task of learning how to pro...
Worldwide, the workforce requires professionals to master programming skills, regardless of their kn...
The importance of e-learning tools facilitating the process of learning to program is growing, espec...
Piteira, M., Costa, C. J., & Aparicio, M. (2017). A conceptual framework to implement gamification o...