TY - GEN
T1 - Implementation of Gamified Programming Learning Assistant System
AU - Kyaw, Htoo Htoo Sandi
AU - Kaneko, Keiichi
AU - Funabiki, Nobuo
AU - Kao, Wen Chung
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - 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.
AB - 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.
KW - education
KW - gamification
KW - programming learning
KW - serious game
UR - https://www.scopus.com/pages/publications/105006475451
UR - https://www.scopus.com/pages/publications/105006475451#tab=citedBy
U2 - 10.1109/ICCE63647.2025.10930192
DO - 10.1109/ICCE63647.2025.10930192
M3 - Conference contribution
AN - SCOPUS:105006475451
T3 - Digest of Technical Papers - IEEE International Conference on Consumer Electronics
BT - 2025 IEEE International Conference on Consumer Electronics, ICCE 2025
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2025 IEEE International Conference on Consumer Electronics, ICCE 2025
Y2 - 11 January 2025 through 14 January 2025
ER -