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Implementation of Gamified Programming Learning Assistant System

  • Htoo Htoo Sandi Kyaw
  • , Keiichi Kaneko
  • , Nobuo Funabiki
  • , Wen Chung Kao

研究成果: 書貢獻/報告類型會議論文篇章

1   !!Link opens in a new tab 引文 斯高帕斯(Scopus)

摘要

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.

原文英語
主出版物標題2025 IEEE International Conference on Consumer Electronics, ICCE 2025
發行者Institute of Electrical and Electronics Engineers Inc.
ISBN(電子)9798331521165
DOIs
出版狀態已發佈 - 2025
事件2025 IEEE International Conference on Consumer Electronics, ICCE 2025 - Las Vegas, 美国
持續時間: 2025 1月 112025 1月 14

出版系列

名字Digest of Technical Papers - IEEE International Conference on Consumer Electronics
ISSN(列印)0747-668X
ISSN(電子)2159-1423

會議

會議2025 IEEE International Conference on Consumer Electronics, ICCE 2025
國家/地區美国
城市Las Vegas
期間2025/01/112025/01/14

ASJC Scopus subject areas

  • 工業與製造工程
  • 電氣與電子工程

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