About this paper

Appears in:
Pages: 8098-8101
Publication year: 2019
ISBN: 978-84-09-12031-4
ISSN: 2340-1117
doi: 10.21125/edulearn.2019.1980

Conference name: 11th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2019
Location: Palma, Spain

IMPROVING PROGRAMMING LEARNING WITH AUGMENTED REALITY AND GAMIFICATION

Students are native digital immerse in a digital world, in which master classes are not enough; they need to interact with new technological trends. In addition, each student is different and has his or her own difficulties, so the suggested methods or activities for the study are too general and do not meet the particular needs of each student. For this reason, we need personalized techniques that meet to the student particular needs.

We propose two mobile applications, one of augmented reality with which the student can review the basic reserved words of any programming language (if, else, while, for,...), such as Google Translate app. Students will be able to detect any reserved word with their smartphone's camera and they will obtain a brief description of its role, as well as examples of its use in the programming language he selects, which could be C, C# or Java. To reinforce their learning, different games with augmented reality are propose.

Other mobile application, similar to Q12 Trivia game, in which students will have to answer a test of programming questions, with a maximum of 10 seconds to answer each one. In case of failures, the app is ready to send new questions or links of interest to each student focus on the specific difficulties.

Further, through a simple web application, the teacher can easily introduce new subjects and questions, as well as use the application to perform tests and store the results.

In the future, we will test the use of both applications in university education and carry out a study of student satisfaction, as well as the academic results obtained.
@InProceedings{CWIERZ2019IMP,
author = {Cwierz, H. and D{\'{i}}az-Barrancas, F. and Pardo, P.J. and Guisado, J.I. and Ruiz-Palma, C.},
title = {IMPROVING PROGRAMMING LEARNING WITH AUGMENTED REALITY AND GAMIFICATION},
series = {11th International Conference on Education and New Learning Technologies},
booktitle = {EDULEARN19 Proceedings},
isbn = {978-84-09-12031-4},
issn = {2340-1117},
doi = {10.21125/edulearn.2019.1980},
url = {http://dx.doi.org/10.21125/edulearn.2019.1980},
publisher = {IATED},
location = {Palma, Spain},
month = {1-3 July, 2019},
year = {2019},
pages = {8098-8101}}
TY - CONF
AU - H. Cwierz AU - F. Díaz-Barrancas AU - P.J. Pardo AU - J.I. Guisado AU - C. Ruiz-Palma
TI - IMPROVING PROGRAMMING LEARNING WITH AUGMENTED REALITY AND GAMIFICATION
SN - 978-84-09-12031-4/2340-1117
DO - 10.21125/edulearn.2019.1980
PY - 2019
Y1 - 1-3 July, 2019
CI - Palma, Spain
JO - 11th International Conference on Education and New Learning Technologies
JA - EDULEARN19 Proceedings
SP - 8098
EP - 8101
ER -
H. Cwierz, F. Díaz-Barrancas, P.J. Pardo, J.I. Guisado, C. Ruiz-Palma (2019) IMPROVING PROGRAMMING LEARNING WITH AUGMENTED REALITY AND GAMIFICATION, EDULEARN19 Proceedings, pp. 8098-8101.
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