dc.contributor.author | Blumenstein, Michael | |
dc.contributor.author | Green, Steve | |
dc.contributor.author | Fogelman, Shoshana | |
dc.contributor.author | Nguyen, Ann | |
dc.contributor.author | Muthukkumarasarny, Vallipuram | |
dc.date.accessioned | 2017-05-03T12:05:47Z | |
dc.date.available | 2017-05-03T12:05:47Z | |
dc.date.issued | 2008 | |
dc.date.modified | 2012-02-10T01:28:36Z | |
dc.identifier.issn | 0360-1315 | |
dc.identifier.doi | 10.1016/j.compedu.2006.11.006 | |
dc.identifier.uri | http://hdl.handle.net/10072/23533 | |
dc.description.abstract | This paper describes the Generic Automated Marking Environment (GAME) and provides a detailed analysis of its performance in assessing student programming projects and exercises. GAME has been designed to automatically assess programming assignments written in a variety of languages based on the "structure" of the source code and the correctness of the program's output. Currently, the system is able to mark programs written in Java, C++ and the C language. To use the system, instructors are required to provide a simple "marking schema" for each given assessment item, which includes pertinent information such as the location of files and the model solution. In this research, GAME has been tested on a number of student programming exercises and assignments and its performance has been compared against that of a human marker. An in-depth statistical analysis of the comparison is presented, providing encouraging results and directions for employing GAME as a tool for teaching and learning. | |
dc.description.peerreviewed | Yes | |
dc.description.publicationstatus | Yes | |
dc.format.extent | 190007 bytes | |
dc.format.mimetype | application/pdf | |
dc.language | English | |
dc.language.iso | eng | |
dc.publisher | Elsevier | |
dc.publisher.place | Netherlands | |
dc.relation.ispartofstudentpublication | N | |
dc.relation.ispartofpagefrom | 1203 | |
dc.relation.ispartofpageto | 1216 | |
dc.relation.ispartofissue | 4 | |
dc.relation.ispartofjournal | Computers and Education | |
dc.relation.ispartofvolume | 50 | |
dc.rights.retention | N | |
dc.subject.fieldofresearch | Programming languages | |
dc.subject.fieldofresearch | Education systems | |
dc.subject.fieldofresearch | Curriculum and pedagogy | |
dc.subject.fieldofresearch | Science, technology and engineering curriculum and pedagogy | |
dc.subject.fieldofresearch | Specialist studies in education | |
dc.subject.fieldofresearchcode | 461204 | |
dc.subject.fieldofresearchcode | 3903 | |
dc.subject.fieldofresearchcode | 3901 | |
dc.subject.fieldofresearchcode | 390113 | |
dc.subject.fieldofresearchcode | 3904 | |
dc.title | Performance analysis of GAME: A generic automated marking environment | |
dc.type | Journal article | |
dc.type.description | C1 - Articles | |
dc.type.code | C - Journal Articles | |
gro.faculty | Griffith Sciences, School of Information and Communication Technology | |
gro.rights.copyright | © 2008 Elsevier. This is the author-manuscript version of this paper. Reproduced in accordance with the copyright policy of the publisher. Please refer to the journal's website for access to the definitive, published version. | |
gro.date.issued | 2008 | |
gro.hasfulltext | Full Text | |
gro.griffith.author | Muthukkumarasamy, Vallipuram | |