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 invit...
Computer games are becoming more involved in people's daily lives as they are used for entertainment...
This study aims to promote learners’ motivation for computer programming through game development. M...
Many scholars, talking about both educational games and general educational practice, argue that pri...
Loss of motivation is one of the most prominent concerns in programming education as it negatively i...
Learning to program is hard. Students need to remain motivated to keep practicing and to overcome th...
The practice is the crux of learning to program. Automated assessment plays a key role in enabling t...
Gamification is defined as the use of game design elements in non-game contexts to encourage certain...
In this paper, we discuss the problems students face when learning computer programming and describe...
This research is approaching game-based learning as a creative act. Furthermore, creativity receives...
This thesis investigates the impact of gamification on student motivation and learning in several in...
Gamification is a term for adding game design elements into a non-game context. Using motivational t...
Gamification is to use game elements in a non-game context to increase engagement between human and ...
Gaming is a part of today’s society, especially for younger generations. Therefore, game-based appro...
As programming educators we need to find ways to engage our students. The students we see today have...
Leaning programming can be challenging and tedious for novices who are struggling to grasp the conce...
Computer games are becoming more involved in people's daily lives as they are used for entertainment...
This study aims to promote learners’ motivation for computer programming through game development. M...
Many scholars, talking about both educational games and general educational practice, argue that pri...
Loss of motivation is one of the most prominent concerns in programming education as it negatively i...
Learning to program is hard. Students need to remain motivated to keep practicing and to overcome th...
The practice is the crux of learning to program. Automated assessment plays a key role in enabling t...
Gamification is defined as the use of game design elements in non-game contexts to encourage certain...
In this paper, we discuss the problems students face when learning computer programming and describe...
This research is approaching game-based learning as a creative act. Furthermore, creativity receives...
This thesis investigates the impact of gamification on student motivation and learning in several in...
Gamification is a term for adding game design elements into a non-game context. Using motivational t...
Gamification is to use game elements in a non-game context to increase engagement between human and ...
Gaming is a part of today’s society, especially for younger generations. Therefore, game-based appro...
As programming educators we need to find ways to engage our students. The students we see today have...
Leaning programming can be challenging and tedious for novices who are struggling to grasp the conce...
Computer games are becoming more involved in people's daily lives as they are used for entertainment...
This study aims to promote learners’ motivation for computer programming through game development. M...
Many scholars, talking about both educational games and general educational practice, argue that pri...