Implementation of Gamified Programming Learning Assistant System
Despite the rapid growth of the ICT sector, there is a gap between it and STEM education, resulting in high dropout rates in computer science and engineering programs. This has led to many vacancies in the ICT job market. A major challenge is that traditional teaching methods fail to engage students...
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Published in | Proceedings of IEEE International Symposium on Consumer Electronics pp. 1 - 4 |
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Main Authors | , , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
11.01.2025
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Abstract | Despite the rapid growth of the ICT sector, there is a gap between it and STEM education, resulting in high dropout rates in computer science and engineering programs. This has led to many vacancies in the ICT job market. A major challenge is that traditional teaching methods fail to engage students in difficult and abstract STEM subjects like programming. To overcome this, innovative technology-enhanced learning solutions are needed. In the past, we created a Programming Learning Assistant System (PLAS) to help novice students learn programming. PLAS provides various types of exercises to develop code reading and writing skills at different levels. In this paper, we implement the gamification into PLAS to enhance students' understanding of programming concepts, boost their confidence, spark their interest in STEM fields, and increase engagement in the course through interactive and stimulating scenarios. |
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AbstractList | Despite the rapid growth of the ICT sector, there is a gap between it and STEM education, resulting in high dropout rates in computer science and engineering programs. This has led to many vacancies in the ICT job market. A major challenge is that traditional teaching methods fail to engage students in difficult and abstract STEM subjects like programming. To overcome this, innovative technology-enhanced learning solutions are needed. In the past, we created a Programming Learning Assistant System (PLAS) to help novice students learn programming. PLAS provides various types of exercises to develop code reading and writing skills at different levels. In this paper, we implement the gamification into PLAS to enhance students' understanding of programming concepts, boost their confidence, spark their interest in STEM fields, and increase engagement in the course through interactive and stimulating scenarios. |
Author | Kao, Wen-Chung Kaneko, Keiichi Sandi Kyaw, Htoo Htoo Funabiki, Nobuo |
Author_xml | – sequence: 1 givenname: Htoo Htoo surname: Sandi Kyaw fullname: Sandi Kyaw, Htoo Htoo email: htoohtoosk@go.tuat.ac.jp organization: Tokyo University of Agriculture and Technology,Department of Computer and Information Science,Tokyo,Japan – sequence: 2 givenname: Keiichi surname: Kaneko fullname: Kaneko, Keiichi email: k1kaneko@cc.tuat.ac.jp organization: Tokyo University of Agriculture and Technology,Department of Computer and Information Science,Tokyo,Japan – sequence: 3 givenname: Nobuo surname: Funabiki fullname: Funabiki, Nobuo email: funabiki@okayama-u.ac.jp organization: Okayama University,Department of Information and Communication Systems,Okayama,Japan – sequence: 4 givenname: Wen-Chung surname: Kao fullname: Kao, Wen-Chung email: jungkao@ntnu.edu.tw organization: National Taiwan Normal University,Department of Electrical Engineering,Taipei,Taiwan |
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SubjectTerms | Codes Computer languages Consumer electronics Education Games gamification Problem-solving programming learning Programming profession serious game Sparks STEM Writing |
Title | Implementation of Gamified Programming Learning Assistant System |
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