FGPE Plus: Learning tools interoperability for gamified programming education

O1: LTI Integration (software)

One of the intellectual outputs of the completed Erasmus+ project FGPE is an open-source gamified interactive environment for learning programming. It is implemented as a separate web platform to which a student can log in to solve programming exercises served in a gamified form (e.g., as challenges and quests rewarded with points and badges etc.). While it supports OAuth2 to allow students log in using their university email account credentials (if the email provider supports it, as does, e.g.,…

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O2: Mobile gamified PLE (software)

The FGPE programming learning environment (PLE) allows students to solve various forms of programming exercises, mostly involving writing their own code, using just a web browser. Tests of an early version of the FGPE PLE among the students of the partners’ institutions revealed that unexpectedly many of them, for various reasons, were using mobile devices to write the code of the exercise solutions. The reasons were such as learning at places without access to a computer or having to…

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O3: Tutorial on gamification of programming exercises (guidance material)

In order to help the the instructors apply gamification to their programming courses, as a part of the FGPE Plus project, an interactive tutorial has been developed. Its first part is embedded in the FGPE AuthorKit, and guides the instructors step-by-step on developing a gamified programming course with a selection of non-trivial gamification mechanisms covered. The interactive tutorial’s second part is embedded in the FGPE PLE Teacher’s UI, and guides the instructors step-by-step on setting up a gamified programming…

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O4: Extended gamified exercise base (Open Educational Resource)

The FGPE Plus project extends the base of open-source gamified programming exercises developed in the FGPE project (480) with 520 more programming exercises. This greatly improves the selection of ready-to-use exercises to be used by instructors who decided to gamify their courses quickly and without the effort of developing own exercises. This IO is however not only focused on quantity, but also improves the quality of the exercise base. One example of this is the inclusion of exercises for…

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