IRTUM – Institutional Repository of the Technical University of Moldova

Gamification of the learning process for acquiring logical thinking in programming

Show simple item record

dc.contributor.author BARCAN, Nicoleta-Gabriela
dc.contributor.author ALEXANDRESCU, Adrian
dc.contributor.author TURCANU, Tatiana
dc.date.accessioned 2025-04-25T06:10:07Z
dc.date.available 2025-04-25T06:10:07Z
dc.date.issued 2024
dc.identifier.citation BARCAN, Nicoleta-Gabriela; Adrian ALEXANDRESCU and Tatiana TURCANU. Gamification of the learning process for acquiring logical thinking in programming. In: 23rd RoEduNet IEEE International Conference: Networking in Education and Research, Romania, Bucharest, 19-20 September, 2024. Institute of Electrical and Electronics Engineers, 2024, pp.1-6. ISBN 979-83-31540-39-5, eISBN 979-83-31540-38-8, ISSN 2068-1038, eISSN 2247-5443. en_US
dc.identifier.isbn 979-83-31540-38-8
dc.identifier.isbn 979-83-31540-39-5
dc.identifier.issn 2247-5443
dc.identifier.issn 2068-1038
dc.identifier.uri https://doi.org/10.1109/RoEduNet64292.2024.10722314
dc.identifier.uri https://repository.utm.md/handle/5014/31022
dc.description Access full text: https://doi.org/10.1109/RoEduNet64292.2024.10722314 en_US
dc.description.abstract The process of learning programming is essential in developing children’s algorithmic and rational thinking. However, there is often reluctance due to a general misunderstanding of basic concepts and a lack of desire to practice. This article focuses on describing existing solutions based on educational games and proposes a different implementation. On one hand, the proposal is based on creating an engaging and attractive web environment that facilitates distance learning, where children from grades 2-6 can learn through the JavaScript language. On the other hand, the Cellular Automata algorithm is used to generate the player’s map based on predefined rules dedicated to each programming concept. Security measures, including Syntax Tree (AST) analysis, are implemented to protect the solution from potentially receiving malicious code. The project demonstrates that the proposed system successfully balances educational and entertainment aspects, making programming accessible and enjoyable. The final goal is to use game-specific elements such as competition, rewards, and constant feedback to stimulate engagement in studying fundamental and advanced programming concepts. en_US
dc.language.iso en en_US
dc.publisher Institute of Electrical and Electronics Engineers en_US
dc.rights Attribution-NonCommercial-NoDerivs 3.0 United States *
dc.rights.uri http://creativecommons.org/licenses/by-nc-nd/3.0/us/ *
dc.subject gamification en_US
dc.subject educational applications en_US
dc.subject algorithms en_US
dc.subject programming en_US
dc.subject abstract syntax tree en_US
dc.subject web technologies en_US
dc.title Gamification of the learning process for acquiring logical thinking in programming en_US
dc.type Article en_US


Files in this item

The following license files are associated with this item:

This item appears in the following Collection(s)

Show simple item record

Attribution-NonCommercial-NoDerivs 3.0 United States Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 United States

Search DSpace


Browse

My Account