FGPE+: The Mobile FGPE Environment and the Pareto-Optimized Gamified Programming Exercise Selection Model—An Empirical Evaluation
<p>Pareto-optimized gamified programming task selection model.</p> "> Figure 2
<p>Implementation of the FGPE+ approach.</p> "> Figure 3
<p>Pareto-optimized gamified programming exercise selection.</p> "> Figure 4
<p>Results of questionnaire survey.</p> "> Figure 5
<p>User Experience Questionnaire: responses from study participants.</p> "> Figure 6
<p>Cross-country comparison of aggregated User Experience Questionnaire scores.</p> "> Figure 7
<p>Results of SCORM questionnaire survey.</p> ">
Abstract
:1. Introduction
2. Overview of Approaches to Gamification in Educational Apps
- The Points, Badges, and Leaderboard (PBL) model entails allocating points to accomplished tasks or achievements, awarding badges for particular achievements, and keeping leaderboards to display student standings [36]. It uses competition and prizes to inspire students and promote a sense of accomplishment and growth.
- Quests and Levels model, in which learning activities are arranged into quests or missions, and learners move through a series of obstacles or levels [37]. Each level often provides new concepts or programming tasks, resulting in a logical learning path. Completing quests or levels opens additional content or features, giving the player a sense of advancement and success.
- Storytelling and narrative model that includes storytelling and narrative components into the programming learning process [38]. It develops immersive settings, characters, and plotlines to emotionally engage learners and relate learning information to real-world circumstances. Learners take on parts in the plot and embark on quests or missions, making learning more interesting and meaningful [39].
- The Achievements and unlockables model, as in video games, provides a system of achievements and unlockables [40]. Learners receive rewards when they complete particular programming assignments, grasp concepts, or reach milestones. Unlockables are extra challenges, added content, or special features that become available as learners progress and meet certain goals.
- The Companion or virtual pets model involves the incorporation of companion characters or virtual pets into the programming learning environment [41]. By completing programming assignments or demonstrating expertise, students can care for their virtual pets, earn rewards, and unlock additional capabilities. Throughout the learning process, the companions provide comments, direction, and encouragement [42].
- By integrating collaborative challenges and tournaments [43], the Collaborative challenge and tournament model stimulates collaboration and competitiveness among learners. Students create groups, collaborate to solve programming issues, and compete against other groups. It promotes camaraderie and pleasant rivalry while encouraging cooperation, communication, and problem-solving abilities [44].
- The Simulations and Virtual Environments Model [45] use simulations or virtual environments to provide realistic programming scenarios. Within the simulated environment, learners participate in hands-on coding activities such as constructing virtual apps or solving virtual programming tasks. Simulations provide a secure environment for experimentation and practice, allowing students to apply principles in a real-world setting [46].
- Gamification models almost always some include feedback and progress monitoring [47]. Learners immediately receive feedback on their coding performance, flagging problems and offering improvements. Progress tracking techniques such as progress bars, skill trees, or visual representations assist learners in seeing their progress and providing a sense of success [35].
- Gamified Learning Analytics combines learning analytics [48] with gamification [49]. It collects data from learners’ interactions with gamified programming environments to gather insights into their learning habits, progress, and areas for growth. To improve learning outcomes, these insights enable tailored feedback, adaptive interventions, and instructional decision-making.
- Goal-Structure Theory emphasizes the importance of defining specific objectives and creating a structured learning environment [51]. It underlines the significance of defining distinct, difficult, and attainable goals in programming assignments. Clear goals provide learners a feeling of direction and purpose, which promotes motivation and attention throughout the learning process.
- Learner autonomy, competence, and relatedness are all emphasized in Self-Determination Theory [52]. It demonstrates that learners are motivated when they feel in charge of their learning, recognize their competency in programming tasks, and feel connected to others. Gamification components that encourage autonomy, skill development, and social interaction can boost student motivation and engagement.
- The goal of Flow Theory [53] is to generate a state of “flow” in which learners are completely absorbed and interested in programming tasks. Flow occurs when learners confront tasks that are appropriate for their ability level, receive fast feedback, and feel a sense of control and concentration. Flow experiences in programming education can be facilitated by gamification features that increase challenge, feedback, and focused attention.
- In programming education, Social Cognitive Theory stresses the importance of observational learning, social interaction, and feedback [54]. Learners may watch and learn from other people’s programming techniques, participate in collaborative coding exercises, and receive constructive comments from peers or instructors. Based on this principle, gamification models stimulate social learning, give chances for knowledge exchange, and promote positive reinforcement [55].
- The Cognitive burden Theory [56] is concerned with controlling cognitive burden during programming activities. It implies that instructional design should aim to reduce external cognitive strain while increasing internal cognitive demand. Based on this principle, gamification models may include interactive components, step-by-step assistance, and scaffolded learning to minimize cognitive load and improve learning efficiency [57].
- Mastery Learning [58] advocates for a mastery-based approach to programming instruction. It pushes students to grasp basic programming concepts and abilities before moving on to more difficult topics. Gamification methods based on mastery learning give adaptive feedback, tailored learning routes, and chances for purposeful practice to assist learners in achieving mastery and establishing a solid programming foundation.
- Personalized and adaptive gamification models adjust the learning experience to the qualities, interests, and needs of the individual learner [59]. They use student data, such as performance history and learning styles, to modify the difficulty level, material sequencing, and feedback in programming exercises dynamically. Personalization and adaptability boost student engagement, improve learning efficiency, and accommodate a wide range of learning profiles [60].
3. Materials and Methods
3.1. Materials
3.2. Pareto-Optimized Gamified Programming Task Selection Model
- Programming task bank: A repository of programming tasks, each classified according to their difficulty level, related topic, required skills, estimated completion time, etc.
- Learner profile: A dynamic profile for each learner capturing their programming skill level, areas of interest, learning pace, historical performance on tasks, preferred learning style, etc.
- Gamification elements: Incorporation of game design elements such as points, badges, leaderboards, achievement tracking, feedback, progress bars, storyline, etc.
3.3. Implementation
- The exercise abstract class represents a programming exercise. It has attributes such as id (exercise identifier), difficulty (difficulty level of the exercise), and learningOutcomes (a list of learning outcomes associated with the exercise). It provides methods to access these attributes and defines three virtual methods: evaluateObjectiveWeights(to evaluate the objective weights of the exercise), calculateObjectiveValues() (to calculate the objective values of the exercise), and compareTo() (to compare two exercises based on their objective values).
- ParetoExercise class represents an exercise that includes objective values. It inherits from the Exercise class and has an additional attribute called objectiveValues, which is a map that stores objective values for the exercise. It provides methods to obtain and set objective values for specific objectives and defines the dominates() method to check whether it dominates another ParetoExercise based on their objective values.
- ExerciseSelector abstract class serves as the base class for the exercise selection algorithm. It has attributes exercises (a list of exercises to select from) and objectiveWeights (a map that holds the weights of different objectives). It provides methods to select exercises, sets the exercises and objective weights, and defines six virtual methods that outline different steps of the algorithm: evaluateExercises() (to evaluate the exercises based on objectives), paretoOptimization() (to perform Pareto optimization on the exercises), diversityEnhancement() (to enhance the diversity of the exercise set), gamificationIntegration() (to integrate gamification elements into the exercises), personalization() (to personalize the exercise selection), and evaluationAndFeedbackLoop() (to evaluate and refine the exercise selection based on feedback).
- MyExerciseSelector. This class represents a specific implementation of ExerciseSelector. It adds an additional attribute called the threshold (a threshold value for evaluation) and overrides the paretoOptimization() and evaluationAndFeedbackLoop() methods to provide custom implementation based on the defined threshold.
- Objective class represents an objective to optimize in the exercise selection. It has an attribute name (the name of the objective) and provides a method to access the name.
4. Results
4.1. Evaluation of the PWA Version of the FGPE PLE Platform by Mobile Device Users
- (Q1)
- How do you generally rate the mobile version of the FGPE PLE platform?Answer range: 1 (bad)–5 (excellent).
- (Q2)
- Do you think the mobile version of the FGPE PLE platform makes sense for students learning at home?Answer range: 1 (bad)–5 (excellent).
- (Q3)
- Do you think the mobile version of the FGPE PLE platform makes sense for students who study on the go to school/work?Answer range: 1 (bad)–5 (excellent).
- (Q4)
- Do you think it is possible to learn to write code only using the mobile version of the FGPE PLE platform—and without using the PC version at all?Answer range: 1 (bad)–5 (excellent).
4.2. User Experience Analysis
- Attractiveness: covers the overall impression of the product, including whether it is pleasant or enjoyable to use.
- Perspicuity: measures how easy it is for users to understand how to use the product.
- Efficiency: evaluates the perception of how efficiently users can complete tasks using the product.
- Dependability: measures how reliable and predictable users find the product.
- Stimulation: evaluates how exciting and motivating the product is to use.
- Novelty: assesses whether the design of the product is creative and innovative and whether it meets users’ expectations.
- Attractiveness: The Lithuanian group had a higher average score (mean = 1.4141, std = 0.6081) compared to the Polish group (mean = 0.6607, std = 0.5785). This indicates that the Lithuanian students found the learning environment more attractive and appealing than the Polish students.
- Perspicuity: The Lithuanian group also scored higher (mean = 1.4914, std = 0.7604) than the Polish group (mean = 0.5580, std = 0.7732), suggesting that the Lithuanian students found the learning environment more clear and understandable.
- Efficiency: Again, the Lithuanian group’s score was higher (mean = 1.5193, std = 0.6714) than the Polish group (mean = 0.2727, std = 0.6650), indicating that the Lithuanian students found the learning environment more efficient for achieving their tasks.
- Dependability: The Lithuanian group had a higher mean score (mean = 1.2462, std = 0.8367) than the Polish group (mean = 0.7047, std = 0.7909), indicating they found the learning environment more reliable and dependable.
- Stimulation: The Lithuanian group scored slightly higher in this dimension (mean = 1.4972, std = 0.6408) than the Polish group (mean = 1.2548, std = 0.7053). This means that the Lithuanian students found the learning environment slightly more exciting and motivating.
- Novelty: Lastly, the Lithuanian group scored higher in terms of novelty (mean = 1.3701, std = 0.6361) compared to the Polish group (mean = 0.5738, std = 0.6177). This suggests that the Lithuanian students found the learning environment more innovative and creative.
4.3. Knowledge Evaluation Survey: FGPE Approach vs. Classic Moodle Course
4.4. Effectiveness of Using Sharable Content Object Reference Model
5. Discussion
5.1. Importance of FGPE+ for STEM Education
5.2. Limitations
- This study used a subset of students from Poland and Lithuania, which may not be typical of the whole population. We believe that extending the study’s size and altering the demographics of the participants would potentially increase generalizability.
- This research relied heavily on self-report measures, which are subjective and prone to bias. Incorporating objective measures, such as performance-based assessments or tracking system data, could provide a more comprehensive evaluation of the platform’s effectiveness.
- The study aimed to assess the FGPE PLE platform in various educational settings and learning scenarios. The findings may not fully represent the intricacies and complexity of various educational settings. Future study might look at the platform’s efficacy in other educational institutions, student backgrounds, and instructional environments.
- The PWA version of the FGPE PLE platform was assessed particularly for programming instruction in the research. The findings may not be applicable in other domains or topic areas. Replicating the study in additional educational fields would be advantageous in determining the platform’s generalizability.
- The investigation focused on the initial user experience and perceived knowledge. Understanding the long-term impact of the FGPE PLE platform on learners’ programming skill development and information retention would necessitate additional research outside the scope of this study.
5.3. Potential Lines of Research
- We concentrated on evaluating the platform’s initial user experience and perceived knowledge. More study might be conducted to investigate the long-term consequences of utilizing the FGPE PLE platform on mobile devices. Longitudinal studies might look into the long-term influence on learning outcomes, programming skill development, and knowledge retention.
- In terms of perceived knowledge, we compared the FGPE+ model to a traditional Moodle course. Future study might compare the efficacy of other educational methodologies, such as gamified platforms such as FGPE+ vs. traditional teaching methods. Comparative research might assist to uncover the advantages and disadvantages of each strategy and provide ideas into how to improve learning experiences.
- The platform was evaluated mostly using self-report measures in this study. Tracking user interactions, completion rates, and performance statistics, for example, might give a more objective evaluation of learners’ progress and engagement with the platform if learning analytics approaches are used. Analyzing such data might aid in the discovery of trends, the identification of areas for development, and the implementation of individualized learning interventions.
- Further study might look into the efficacy of certain instructional tactics used inside the FGPE PLE platform. Investigating how various gamification aspects, adaptive learning algorithms, or social interaction features influence motivation, engagement, and learning results might provide useful insights for building and enhancing educational systems.
- Our investigation discovered some cross-national disparities in user experience perceptions. More thorough cross-cultural research might provide insight on how cultural backgrounds and educational environments impact FGPE PLE platform acceptability and efficacy. Understanding these cultural differences may help with the customization and localization of educational systems for varied learner groups.
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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N | M (SD) | t | p | |
---|---|---|---|---|
FGPE+ group | 30 | 4.11 (0.51) | 4.21 | 0.03 |
Moodle course group | 35 | 3.67 (0.56) | 3.63 | 0.04 |
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Maskeliūnas, R.; Damaševičius, R.; Blažauskas, T.; Swacha, J.; Queirós, R.; Paiva, J.C. FGPE+: The Mobile FGPE Environment and the Pareto-Optimized Gamified Programming Exercise Selection Model—An Empirical Evaluation. Computers 2023, 12, 144. https://doi.org/10.3390/computers12070144
Maskeliūnas R, Damaševičius R, Blažauskas T, Swacha J, Queirós R, Paiva JC. FGPE+: The Mobile FGPE Environment and the Pareto-Optimized Gamified Programming Exercise Selection Model—An Empirical Evaluation. Computers. 2023; 12(7):144. https://doi.org/10.3390/computers12070144
Chicago/Turabian StyleMaskeliūnas, Rytis, Robertas Damaševičius, Tomas Blažauskas, Jakub Swacha, Ricardo Queirós, and José Carlos Paiva. 2023. "FGPE+: The Mobile FGPE Environment and the Pareto-Optimized Gamified Programming Exercise Selection Model—An Empirical Evaluation" Computers 12, no. 7: 144. https://doi.org/10.3390/computers12070144