DIGITAL LIBRARY
IMPROVING PROGRAMMING LEARNING WITH AUGMENTED REALITY AND GAMIFICATION
University of Extremadura (SPAIN)
About this paper:
Appears in: EDULEARN19 Proceedings
Publication year: 2019
Pages: 8098-8101
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
Abstract:
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.
Keywords:
Gamification, augmented reality, e-learning, mobile applications.