{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,11,7]],"date-time":"2025-11-07T09:45:18Z","timestamp":1762508718286,"version":"build-2065373602"},"reference-count":47,"publisher":"MDPI AG","issue":"2","license":[{"start":{"date-parts":[[2022,1,19]],"date-time":"2022-01-19T00:00:00Z","timestamp":1642550400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"DOI":"10.13039\/501100000780","name":"European Union","doi-asserted-by":"publisher","award":["2018-1-PL01-KA203-050803"],"award-info":[{"award-number":["2018-1-PL01-KA203-050803"]}],"id":[{"id":"10.13039\/501100000780","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Information"],"abstract":"<jats:p>E-learning tools are gaining increasing relevance as facilitators in the task of learning how to program. This is mainly a result of the pandemic situation and consequent lockdown in several countries, which forced distance learning. Instant and relevant feedback to students, particularly if coupled with gamification, plays a pivotal role in this process and has already been demonstrated as an effective solution in this regard. However, teachers still struggle with the lack of tools that can adequately support the creation and management of online gamified programming courses. Until now, there was no software platform that would be simultaneously open-source and general-purpose (i.e., not integrated with a specific course on a specific programming language) while featuring a meaningful selection of gamification components. Such a solution has been developed as a part of the Framework for Gamified Programming Education (FGPE) project. In this paper, we present its two front-end components: FGPE AuthorKit and FGPE PLE, explain how they can be used by teachers to prepare and manage gamified programming courses, and report the results of the usability evaluation by the teachers using the platform in their classes.<\/jats:p>","DOI":"10.3390\/info13020045","type":"journal-article","created":{"date-parts":[[2022,1,19]],"date-time":"2022-01-19T21:01:51Z","timestamp":1642626111000},"page":"45","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":15,"title":["Managing Gamified Programming Courses with the FGPE Platform"],"prefix":"10.3390","volume":"13","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-0394-0527","authenticated-orcid":false,"given":"Jos\u00e9 Carlos","family":"Paiva","sequence":"first","affiliation":[{"name":"CRACS\u2014INESC Porto LA, 4169-007 Porto, Portugal"},{"name":"Department of Computer Science, Faculty of Sciences, University of Porto, 4169-007 Porto, Portugal"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-1985-6285","authenticated-orcid":false,"given":"Ricardo","family":"Queir\u00f3s","sequence":"additional","affiliation":[{"name":"CRACS\u2014INESC Porto LA, 4169-007 Porto, Portugal"},{"name":"uniMAD\u2014ESMAD, Polytechnic of Porto, 4480-876 Vila do Conde, Portugal"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-8409-0300","authenticated-orcid":false,"given":"Jos\u00e9 Paulo","family":"Leal","sequence":"additional","affiliation":[{"name":"CRACS\u2014INESC Porto LA, 4169-007 Porto, Portugal"},{"name":"Department of Computer Science, Faculty of Sciences, University of Porto, 4169-007 Porto, Portugal"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-2214-6989","authenticated-orcid":false,"given":"Jakub","family":"Swacha","sequence":"additional","affiliation":[{"name":"Department of Information Technology in Management, University of Szczecin, 70-453 Szczecin, Poland"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-5565-7670","authenticated-orcid":false,"given":"Filip","family":"Miernik","sequence":"additional","affiliation":[{"name":"Department of Information Technology in Management, University of Szczecin, 70-453 Szczecin, Poland"}]}],"member":"1968","published-online":{"date-parts":[[2022,1,19]]},"reference":[{"key":"ref_1","doi-asserted-by":"crossref","unstructured":"Prenkaj, B., Stilo, G., and Madeddu, L. (2020, January 19\u201323). Challenges and Solutions to the Student Dropout Prediction Problem in Online Courses. Proceedings of the 29th ACM International Conference on Information & Knowledge Management, CIKM \u201920, Online.","DOI":"10.1145\/3340531.3412172"},{"key":"ref_2","doi-asserted-by":"crossref","first-page":"138","DOI":"10.1093\/iwc\/iwz009","article-title":"How Different Personalities Benefit From Gamification","volume":"31","author":"Ghaban","year":"2019","journal-title":"Interact. Comput."},{"key":"ref_3","doi-asserted-by":"crossref","first-page":"294","DOI":"10.1080\/07370024.2014.993471","article-title":"The lens of intrinsic skill atoms: A method for gameful design","volume":"30","author":"Deterding","year":"2015","journal-title":"Hum.-Comput. Interact."},{"key":"ref_4","doi-asserted-by":"crossref","first-page":"121","DOI":"10.1177\/019263659207654720","article-title":"Teaching from a Research Knowledge Base","volume":"76","author":"Bellon","year":"1992","journal-title":"NASSP Bull."},{"key":"ref_5","doi-asserted-by":"crossref","first-page":"153","DOI":"10.3102\/0034654307313795","article-title":"Focus on Formative Feedback","volume":"78","author":"Shute","year":"2008","journal-title":"Rev. Educ. Res."},{"key":"ref_6","doi-asserted-by":"crossref","unstructured":"Keuning, H., Jeuring, J., and Heeren, B. (2016, January 11\u201313). Towards a Systematic Review of Automated Feedback Generation for Programming Exercises. Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, Arequipa, Peru.","DOI":"10.1145\/2899415.2899422"},{"key":"ref_7","doi-asserted-by":"crossref","first-page":"5","DOI":"10.17083\/ijsg.v5i3.236","article-title":"OneUp: Supporting Practical and Experimental Gamification of Learning","volume":"5","author":"Dicheva","year":"2018","journal-title":"Int. J. Ser. Games"},{"key":"ref_8","unstructured":"FGPE Consortium (2021, November 19). Framework for Gamified Programming Education. Available online: https:\/\/fgpe.usz.edu.pl."},{"key":"ref_9","doi-asserted-by":"crossref","unstructured":"Swacha, J. (2021). State of Research on Gamification in Education: A Bibliometric Survey. Educ. Sci., 11.","DOI":"10.3390\/educsci11020069"},{"key":"ref_10","doi-asserted-by":"crossref","unstructured":"Utomo, A.Y., Amriani, A., Aji, A.F., Wahidah, F.R.N., and Junus, K.M. (2014, January 18\u201319). Gamified E-learning model based on community of inquiry. Proceedings of the 2014 International Conference on Advanced Computer Science and Information System, Jakarta, Indonesia.","DOI":"10.1109\/ICACSIS.2014.7065830"},{"key":"ref_11","doi-asserted-by":"crossref","unstructured":"Anderson, P.E., Nash, T., and McCauley, R. (2015, January 4\u20138). Facilitating Programming Success in Data Science Courses Through Gamified Scaffolding and Learn2Mine. Proceedings of the 2015 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE \u201915, Vilnius, Lithuania.","DOI":"10.1145\/2729094.2742597"},{"key":"ref_12","doi-asserted-by":"crossref","first-page":"261","DOI":"10.1109\/TLT.2015.2441718","article-title":"Increasing students\u2019 awareness of their behavior in online learning environments with visualizations and achievement badges","volume":"8","author":"Auvinen","year":"2015","journal-title":"IEEE Trans. Learn. Technol."},{"key":"ref_13","unstructured":"Bernik, A., Bubas, G., and Radosevic, D. (2015). A Pilot Study of the Influence of Gamification on the Effectiveness of an e-Learning Course. Central European Conference on Information and Intelligent Systems, Faculty of Organization and Informatics, University of Zagreb."},{"key":"ref_14","doi-asserted-by":"crossref","first-page":"18","DOI":"10.3991\/ijet.v10i1.4221","article-title":"The Effect of Achievement Badges on Students\u2019 Behavior: An Empirical Study in a University-Level Computer Science Course","volume":"10","author":"Hakulinen","year":"2015","journal-title":"Int. J. Emerg. Technol. Learn."},{"key":"ref_15","doi-asserted-by":"crossref","unstructured":"Paiva, J.C., Leal, J.P., and Queir\u00f3s, R.A. (2016, January 11\u201313). Enki: A Pedagogical Services Aggregator for Learning Programming Languages. Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education, Arequipa, Peru.","DOI":"10.1145\/2899415.2899441"},{"key":"ref_16","doi-asserted-by":"crossref","first-page":"41","DOI":"10.1016\/j.procs.2017.08.017","article-title":"Gamified learning: A role-playing approach to increase student in-class motivation","volume":"112","year":"2017","journal-title":"Procedia Comput. Sci."},{"key":"ref_17","doi-asserted-by":"crossref","first-page":"182","DOI":"10.1016\/j.procs.2014.11.102","article-title":"How Gamification Applies for Educational Purpose Specially with College Algebra","volume":"41","author":"Faghihi","year":"2014","journal-title":"Procedia Comput. Sci."},{"key":"ref_18","doi-asserted-by":"crossref","first-page":"86","DOI":"10.1016\/j.iheduc.2017.02.002","article-title":"The effects of gamification-based teaching practices on student achievement and students\u2019 attitudes toward lessons","volume":"33","author":"Yildirim","year":"2017","journal-title":"Internet High. Educ."},{"key":"ref_19","doi-asserted-by":"crossref","first-page":"66","DOI":"10.1016\/j.compedu.2014.05.005","article-title":"Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women\u2019s math performance","volume":"78","author":"Christy","year":"2014","journal-title":"Comput. Educ."},{"key":"ref_20","doi-asserted-by":"crossref","first-page":"316","DOI":"10.1016\/j.sbspro.2016.07.047","article-title":"DiffGame: Game-based Mathematics Learning for Physics","volume":"228","author":"Pedersen","year":"2016","journal-title":"Procedia-Soc. Behav. Sci."},{"key":"ref_21","doi-asserted-by":"crossref","first-page":"99","DOI":"10.1186\/s40064-015-0792-2","article-title":"An English vocabulary learning support system for the learner\u2019s sustainable motivation","volume":"4","author":"Hasegawa","year":"2015","journal-title":"SpringerPlus"},{"key":"ref_22","doi-asserted-by":"crossref","first-page":"2308","DOI":"10.1016\/j.sbspro.2015.01.892","article-title":"Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool","volume":"174","author":"Perry","year":"2015","journal-title":"Procedia-Soc. Behav. Sci."},{"key":"ref_23","doi-asserted-by":"crossref","first-page":"550","DOI":"10.1016\/j.chb.2016.08.049","article-title":"Studying student differentiation in gamified education: A long-term study","volume":"71","author":"Barata","year":"2017","journal-title":"Comput. Hum. Behav."},{"key":"ref_24","doi-asserted-by":"crossref","first-page":"152","DOI":"10.1016\/j.compedu.2014.08.019","article-title":"Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance","volume":"80","author":"Hanus","year":"2015","journal-title":"Comput. Educ."},{"key":"ref_25","doi-asserted-by":"crossref","unstructured":"Holman, C., Aguilar, S.J., Levick, A., Stern, J., Plummer, B., and Fishman, B. (2015, January 16\u201320). Planning for Success: How Students Use a Grade Prediction Tool to Win Their Classes. Proceedings of the Fifth International Conference on Learning Analytics And Knowledge, Poughkeepsie, NY, USA.","DOI":"10.1145\/2723576.2723632"},{"key":"ref_26","doi-asserted-by":"crossref","unstructured":"Conati, C., Heffernan, N., Mitrovic, A., and Verdejo, M.F. (2015). Gamification of Online Learning. Artificial Intelligence in Education, Springer International Publishing.","DOI":"10.1007\/978-3-319-19773-9"},{"key":"ref_27","doi-asserted-by":"crossref","unstructured":"Pettit, R.K., McCoy, L., Kinney, M., and Schwartz, F.N. (2015). Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology. BMC Med. Educ., 15.","DOI":"10.1186\/s12909-015-0373-7"},{"key":"ref_28","doi-asserted-by":"crossref","first-page":"685","DOI":"10.1136\/postgradmedj-2013-132486","article-title":"Gamification as a tool for enhancing graduate medical education","volume":"90","author":"Nevin","year":"2014","journal-title":"Postgrad. Med. J."},{"key":"ref_29","doi-asserted-by":"crossref","first-page":"694","DOI":"10.1038\/nbt.2955","article-title":"Improving biotech education through gamified laboratory simulations","volume":"32","author":"Bonde","year":"2014","journal-title":"Nat. Biotechnol."},{"key":"ref_30","doi-asserted-by":"crossref","unstructured":"Paiva, J.C., Queir\u00f3s, R., Leal, J.P., and Swacha, J. (2020, January 15\u201319). FGPE AuthorKit\u2014A Tool for Authoring Gamified Programming Educational Content. Proceedings of the 2020 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE \u201920, Trondheim, Norway.","DOI":"10.1145\/3341525.3393978"},{"key":"ref_31","first-page":"14:1","article-title":"Yet Another Programming Exercises Interoperability Language (Short Paper)","volume":"Volume 83","author":"Henriques","year":"2020","journal-title":"Proceedings of the 9th Symposium on Languages, Applications and Technologies (SLATE 2020)"},{"key":"ref_32","doi-asserted-by":"crossref","unstructured":"Swacha, J., Paiva, J.C., Leal, J.P., Queir\u00f3s, R., Montella, R., and Kosta, S. (2020). GEdIL\u2013Gamified Education Interoperability Language. Information, 11.","DOI":"10.3390\/info11060287"},{"key":"ref_33","first-page":"480","article-title":"FGPE Gamification Service: A GraphQL Service to Gamify Online Education","volume":"Volume 1368","author":"Paiva","year":"2021","journal-title":"Proceedings of the 9th World Conference on Information Systems and Technologies"},{"key":"ref_34","doi-asserted-by":"crossref","first-page":"567","DOI":"10.1002\/spe.522","article-title":"Mooshak: A Web-based multi-site programming contest system","volume":"33","author":"Leal","year":"2003","journal-title":"Softw. Pract. Exp."},{"key":"ref_35","first-page":"5:1","article-title":"An Open-Source Gamified Programming Learning Environment","volume":"Volume 91","author":"Henriques","year":"2021","journal-title":"Proceedings of the Second International Computer Programming Education Conference (ICPEC 2021)"},{"key":"ref_36","first-page":"9:1","article-title":"Mooshak\u2019s Diet Update: Introducing YAPExIL Format to Mooshak","volume":"Volume 94","author":"Pinto","year":"2021","journal-title":"Proceedings of the 10th Symposium on Languages, Applications and Technologies (SLATE 2021)"},{"key":"ref_37","doi-asserted-by":"crossref","unstructured":"Kosiuczenko, P., and Madeyski, L. (2018). SIPE: A Domain-Specific Language for Specifying Interactive Programming Exercises. Towards a Synergistic Combination of Research and Practice in Software Engineering, Springer International Publishing.","DOI":"10.1007\/978-3-319-65208-5"},{"key":"ref_38","unstructured":"Facebook (2021, January 16). React: A JavaScript Library for Building User Interfaces. Available online: https:\/\/reactjs.org."},{"key":"ref_39","unstructured":"Keycloak (2021, January 09). Keycloak: Open Source Identity and Access Management Solution. Available online: https:\/\/www.keycloak.org."},{"key":"ref_40","unstructured":"Microsoft (2021, January 16). Monaco Editor. Available online: https:\/\/microsoft.github.io\/monaco-editor\/."},{"key":"ref_41","doi-asserted-by":"crossref","first-page":"323","DOI":"10.1016\/j.intcom.2010.04.004","article-title":"The Usability Metric for User Experience","volume":"22","author":"Finstad","year":"2010","journal-title":"Interact. Comput."},{"key":"ref_42","first-page":"4","article-title":"SUS-A quick and dirty usability scale","volume":"189","author":"Brooke","year":"1996","journal-title":"Usability Eval. Ind."},{"key":"ref_43","doi-asserted-by":"crossref","unstructured":"Babbitt, B., and Nystrom, C. (1989). Questionnaire construction manual (Research Product 89-20), Fort Hood, TX: US Army Research Institute for the Behavioral and Social Sciences.","DOI":"10.21236\/ADA212365"},{"key":"ref_44","doi-asserted-by":"crossref","unstructured":"Nielsen, J. (1994). Usability Engineering, Morgan Kaufmann.","DOI":"10.1016\/B978-0-08-052029-2.50009-7"},{"key":"ref_45","doi-asserted-by":"crossref","first-page":"55","DOI":"10.1109\/TLT.2020.3040475","article-title":"edCrumble, a Data-Enriched Visual Authoring Design Tool for Blended Learning","volume":"14","year":"2021","journal-title":"IEEE Trans. Learn. Technol."},{"key":"ref_46","doi-asserted-by":"crossref","first-page":"1404","DOI":"10.1080\/10447318.2018.1533152","article-title":"Measuring Perceived Usability: SUS, UMUX, and CSUQ Ratings for Four Everyday Products","volume":"35","author":"Lewis","year":"2019","journal-title":"Int. J. Hum.-Comput. Interact."},{"key":"ref_47","unstructured":"FGPE Consortium (2021, November 19). FGPE Plus. Available online: https:\/\/fgpeplus.usz.edu.pl\/."}],"container-title":["Information"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/www.mdpi.com\/2078-2489\/13\/2\/45\/pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,10]],"date-time":"2025-10-10T22:04:16Z","timestamp":1760133856000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.mdpi.com\/2078-2489\/13\/2\/45"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2022,1,19]]},"references-count":47,"journal-issue":{"issue":"2","published-online":{"date-parts":[[2022,2]]}},"alternative-id":["info13020045"],"URL":"https:\/\/doi.org\/10.3390\/info13020045","relation":{},"ISSN":["2078-2489"],"issn-type":[{"type":"electronic","value":"2078-2489"}],"subject":[],"published":{"date-parts":[[2022,1,19]]}}}