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 |
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