DIGITAL LIBRARY
ANALYSIS OF ONLINE PROGRAMMING PLATFORMS FOR LEARNING PROGRAMMING SKILLS THROUGH GAMIFICATION AND SOCIAL NETWORKS
University of Alicante (SPAIN)
About this paper:
Appears in: INTED2018 Proceedings
Publication year: 2018
Pages: 4408-4417
ISBN: 978-84-697-9480-7
ISSN: 2340-1079
doi: 10.21125/inted.2018.0854
Conference name: 12th International Technology, Education and Development Conference
Dates: 5-7 March, 2018
Location: Valencia, Spain
Abstract:
In this work we carried out an analysis and evaluation of online platforms for learning programming skills. We focused on online platforms that are like social networks and that also provide a gamification environment for learning programming skills. The aim is to identify and evaluate the negative and positive aspects of learning programming skills by solving problems through these platforms. In addition, we analyzed the impact of gamification and the use of a social network-based environment for increasing student interaction and engagement. This work covers the following tasks: first, searching and analyzing existing online platforms that use gamification and social networks for learning programming skills. We evaluated existing online platforms by detecting the possibilities offered by each of them: features, limitations, scope, extensibility, etc. Finally, we have used the ‘Codewars’ online platform to develop a pilot experience with students from programming courses. Besides, we carried out an analysis of the results generated by students participation in the pilot experience. Generally, this project aims to introduce the use of new technologies to improve the educational experience and learning process in programming subjects. Using two current concepts, social networks and gamification, the aim is to improve the interaction, commitment and learning process of students in these subjects. In addition, these experiences can be included in b-learning methodologies since they can be carried out online as additional work for the students. Preliminary results are positive, the application of such technologies will be applied to technical lessons other than programming.
Keywords:
Gamification, Massive Open Online Courses, Social Networks, Online platforms, Programmign skills, b-learning.