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Research publications

Peer-reviewed papers, conference work, datasets, and software artifacts across automated assessment, program analysis, gamification, educational technology, and generative AI.

INDEXED: 37 PUBLICATIONS

2026

2 records
Conference Paper

Bridging Generative AI and Gamification in Moodle: Design and Evaluation of GamiBot

OASIcs, Volume 145, ICPEC 2026

While Learning Management Systems (LMS) like Moodle are ubiquitous in higher education, they often lack dynamic, personalized academic support. We present GamiBot, an intelligent pedagogical agent natively integrated into Moodle to bridge this gap. GamiBot combines Large Language Model (LLM)…

GamificationEdTech+1
Artifact

GamiBot

Schloss Dagstuhl – Leibniz-Zentrum für Informatik

Presents GamiBot, an AI-powered pedagogical agent integrated into Moodle combining conversational RAG assistance, automated feedback, and native gamification mechanics.

Generative AILLM+4

2025

1 record
Journal Article

Incremental Repair Feedback on Automated Assessment of Programming Assignments

Electronics

Automated assessment tools for programming assignments have become increasingly popular in computing education. These tools offer a cost-effective and highly available way to provide timely and consistent feedback to students. However, when evaluating a logically incorrect source code, there are…

Automated AssessmentGenerative AI+1

2024

2 records
Journal Article

Clustering source code from automated assessment of programming assignments

International Journal of Data Science and Analytics

Abstract Clustering of source code is a technique that can help improve feedback in automated program assessment. Grouping code submissions that contain similar mistakes can, for instance, facilitate the identification of students’ difficulties to provide targeted feedback. Moreover, solutions with…

Automated AssessmentProgram Analysis

2023

6 records
Journal Article

GATUGU: Six Perspectives of Evaluation of Gamified Systems

Information

As gamification spreads to new areas, new applications are being developed and the interest in evaluating gamified systems continues to grow. To date, however, no one has comprehensively approached this topic: multiple evaluation dimensions and measures have been proposed and applied without any…

Gamification
Journal Article

PROGpedia: Collection of source-code submitted to introductory programming assignments

Data in Brief

Learning how to program is a difficult task. To acquire the required skills, novice programmers must solve a broad range of programming activities, always supported with timely, rich, and accurate feedback. Automated assessment tools play a major role in fulfilling these needs, being a common…

Program Analysis
Conference Paper

Sifu Reloaded: An Open-Source Gamified Web-Based CyberSecurity Awareness Platform

4th International Computer Programming Education Conference (ICPEC 2023)

Malicious actors can cause severe damage by exploiting software vulnerabilities. In industrial settings, where critical infrastructures rely on software, handling these vulnerabilities with utmost care is crucial to prevent catastrophic consequences. For this purpose, a cybersecurity awareness…

GamificationCybersecurity

2022

3 records
Conference Paper

Students’ Usability Evaluation of the FGPE Gamified Programming Learning Environment

Proceedings of the 30th International Conference on Information Systems Development

Gamified learning environments can effectively support programming education only if their usability satisfies students. Here, we report the results of the usability evaluation of the FGPE PLE, an open-source gamification-supporting web platform for learning programming. The evaluation was based on…

GamificationEdTech
Journal Article

Automated Assessment in Computer Science Education: A State-of-the-Art Review

ACM Transactions on Computing Education

Practical programming competencies are critical to the success in computer science (CS) education and go-to-market of fresh graduates. Acquiring the required level of skills is a long journey of discovery, trial and error, and optimization seeking through a broad range of programming activities that…

Automated AssessmentResearch Review
Journal Article

Managing Gamified Programming Courses with the FGPE Platform

Information

E-learning tools are gaining increasing relevance as facilitators in the task of learning how to program. This is mainly a result of the pandemic situation and consequent lockdown in several countries, which forced distance learning. Instant and relevant feedback to students, particularly if coupled…

GamificationEdTech

2021

4 records
Conference Paper

An Open-Source Gamified Programming Learning Environment

Second International Computer Programming Education Conference (ICPEC 2021)

The importance of e-learning tools facilitating the process of learning to program is growing, especially as the pandemic-caused lockdown enforced distance learning in many countries. The key success factor in this process is the provision of an instant and relevant feedback to students. In this…

GamificationEdTech
Conference Paper

HandSpy 3.0: Logging Handwriting to Study Expressive Writing

International Conference on Writing Research

Presents HandSpy 3.0, a refactored web platform for capturing, logging, and analyzing real-time digital pen handwriting and pauses during expressive writing research.

Handwriting AnalysisExpressive Writing+2
Conference Paper

Mooshak’s Diet Update: Introducing YAPExIL Format to Mooshak

10th Symposium on Languages, Applications and Technologies (SLATE 2021)

Practice is pivotal in learning programming. As many other automated assessment tools for programming assignments, Mooshak has been adopted by numerous educational practitioners to support them in delivering timely and accurate feedback to students during exercise solving. These tools specialize in…

Automated Assessment
Conference Paper

Programming Exercises Interoperability: The Case of a Non-Picky Consumer

10th Symposium on Languages, Applications and Technologies (SLATE 2021)

Problem-solving is considered one of the most important skills to retain in the coming decades for building a modern and proactive society. In this realm, computer programming learning is vital to enrich those skills. Practicing in this area boils down to solve programming exercises. In order to…

Computer ScienceResearch

2020

3 records
Journal Article

Fostering Programming Practice through Games

Information

Loss of motivation is one of the most prominent concerns in programming education as it negatively impacts time dedicated to practice, which is crucial for novice programmers. Of the distinct techniques introduced in the literature to engage students, gamification, is likely the most widely explored…

Gamification
Journal Article

GEdIL—Gamified Education Interoperability Language

Information

The paper introduces Gamified Education Interoperability Language (GEdIL), designed as a means to represent the set of gamification concepts and rules applied to courses and exercises separately from their actual educational content. This way, GEdIL allows not only for an easy yet effective…

Gamification

2019

4 records
Conference Paper

Towards a Framework for Gamified Programming Education

2019 International Symposium on Educational Technology (ISET)

Computer programming is a difficult subject that can only be mastered with lots of practice. It is therefore of primary importance to rise and retain students' engagement during a programming course, a task in which gamification has been proven as a competent method. Even though there are numerous…

GamificationEdTech
Journal Article

Defining Requirements for a Gamified Programming Exercises Format

Procedia Computer Science

Computer programming is a complex domain both to teach and learn. This incited endeavors to find methods that could mitigate at least some of the existing barriers. In the last years, automatic assessment has been playing an important role in reducing the burden of teachers in the assessment of…

Gamification
Conference Paper

Using HandSpy 2.3 to Study Handwriting and Spelling

International Conference on Writing Research

Describes the deployment of HandSpy 2.3 to capture, log, and analyze real-time handwriting dynamics and spelling processes.

Handwriting AnalysisSpelling+2

2018

4 records
Conference Paper

Asura: A Game-Based Assessment Environment for Mooshak

OpenAccess Series in Informatics

Presents Asura, a game-based assessment environment built on top of Mooshak that challenges students to code Software Agents to compete in automated game tournaments.

GamificationAutomated Assessment+2
Book Chapter

Improving Diagram Assessment in Mooshak

Technology Enhanced Assessment

Enhances Mooshak 2.0 with graph-based diagram evaluation capability, automated feedback generation, and extensible web editing.

Automated AssessmentDiagram Assessment+2
Conference Paper

Moozz: Assessment of Quizzes in Mooshak 2.0

OpenAccess Series in Informatics

Introduces Moozz, an extension for Mooshak 2.0 supporting automated evaluation of multiple-choice, fill-in-the-blank, and matching quizzes.

Automated AssessmentQuizzes+2

2017

1 record

2016

6 records
Conference Paper

Enki: A Pedagogical Services Aggregator for Learning Programming Languages

Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE

Introduces Enki, a web-based IDE that aggregates distributed pedagogical services—code evaluation, gamification, and resource sequencing—into a unified learning portal.

EdTechWeb IDE+3
Conference Paper

Eshu: An Extensible Web Editor for Diagrammatic Languages

OpenAccess Series in Informatics

Presents Eshu, a modular HTML5 web editor for diagrammatic languages supporting graph drawing, custom node/edge semantics, and integration with automated evaluation systems.

Diagram EditorHTML5+2
Journal Article

Gamification of Learning Activities with the Odin Service

Computer Science and Information Systems

Presents Odin, a dedicated gamification REST service tailored for e-learning platforms to manage points, badges, leaderboards, and user progress.

GamificationREST Service+2
Book Chapter

Integrating Rich Learning Applications in LMS

State-of-the-Art and Future Directions of Smart Learning

Discusses standards and architectures (e.g. LTI) for seamlessly integrating rich, interactive educational applications into Learning Management Systems.

LMS IntegrationLTI+2
Conference Paper

Learning Computer Science Languages in Enki

Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE

Overview of student workflows and pedagogical tools available within Enki for learning computer science languages.

EdTechProgramming Education+2

2015

1 record
Book Chapter

Odin: A Service for Gamification of Learning Activities

Communications in Computer and Information Science

Presents Odin, a specialized microservice providing gamification mechanics—badges, experience points, leaderboards—for educational applications.

GamificationREST Service+2
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