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...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Proceedings of IEEE International Symposium on Consumer Electronics S. 1 - 4
Hauptverfasser: Sandi Kyaw, Htoo Htoo, Kaneko, Keiichi, Funabiki, Nobuo, Kao, Wen-Chung
Format: Tagungsbericht
Sprache:Englisch
Veröffentlicht: IEEE 11.01.2025
Schlagworte:
ISSN:2158-4001
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
Beschreibung
Zusammenfassung: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.
ISSN:2158-4001
DOI:10.1109/ICCE63647.2025.10930192