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Defining Requirements for a Gamified Programming Exercises Format

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…

Journal Article
Open DOI
abstract.md

Abstract

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 students’ attempts to solve programming exercises and fostering the autonomy of students by allowing them to practice in any place and at any time with timely feedback. Even more recent development is the use of gamification in computer programming education in order to raise the enjoyment and engagement of students. Despite its rising spread, until now, there is not a programming exercise specification format addressing the needs of gamification, such as the definition of challenges, the underlying storyline, including the links to other exercises, or the rewards for solving challenges in form of points, badges or virtual items. Such a data format would allow the exchange of ready-to-use programming exercises along with the gamification-related data among different educational institutions and courses, providing instructors a possibility to make use of gamification in their courses without having to invest their own time in defining gamification rules themselves. In this paper, we analyze a set of concepts related to programming gamification developed in our previous work to identify the requirements for the specification of a gamified exercise format.

Key Contributions & Highlights

  • Venue & Publication: Procedia Computer Science (2019)
  • Authors: Jose Carlos Paiva
  • Research Scope: Focuses on key advancements in Gamification.

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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
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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
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