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Original Article
Code Master: A Web-Based Competitive Programming Practice Platform
Mir Mumtaz Ali1
Mohammad Ubaidulla Arif2
1 Student, MCA, Deccan College of Engineering and Technology, Hyderabed, Telangana, India. 2 Assistant Professor, MCA, Deccan College of Engineering and Technology, Hyderabed, Telangana, India.
Published Online: September-October 2025
Pages: 07-12
Cite this article
↗ https://www.doi.org/10.59256/ijsreat.20250505002References
1. T. H. Cormen, C. E. Leiserson, R. L. Rivest, and C. Stein, Introduction to Algorithms, 4th ed. MIT Press, 2022.
2. S. S. Skiena, The Algorithm Design Manual, 3rd ed. Springer, 2020.
3. M. Kumar and S. Yadav, “Online competitive programming platforms: A comparative study,” International Journal of Computer Applications, vol. 182, no. 45, pp. 12–18, 2021.
4. S. Gupta, R. Singh, and P. Patel, “Gamification in coding platforms: Enhancing learner motivation,” Journal of Computer Science Education, vol. 29, no. 3, pp. 215–230, 2022.
5. A. Prakash and N. Sharma, “Full-stack web development for online education systems,” International Journal of Web Engineering, vol. 17, no. 2, pp. 55–67, 2021.
6. HackerRank, “HackerRank coding practice platform,” [Online]. Available: https://www.hackerrank.com/. [Accessed: Aug. 20, 2025].
7. LeetCode, “LeetCode online judge system,” [Online]. Available: https://leetcode.com/. [Accessed: Aug. 20, 2025].
8. Codeforces, “Codeforces competitive programming platform,” [Online]. Available: https://codeforces.com/. [Accessed: Aug. 20, 2025].
9. Judge0, “Judge0 API documentation,” [Online]. Available: https://judge0.com/. [Accessed: Aug. 20, 2025].
10. K. Werbach and D. Hunter, For the Win: How Game Thinking Can Revolutionize Your Business, Wharton Digital Press, 2015.
11. R. Ahuja and M. Srivastava, “Evaluating the impact of leaderboards in e-learning systems,” International Journal of Information and Learning Technology, vol. 38, no. 5, pp. 399–415, 2021.
12. J. Nielsen, Usability Engineering. San Francisco, CA: Morgan Kaufmann, 2010.
13. D. Malan and B. Yu, “CS50: Introduction to Computer Science – An open learning model,” Harvard University Technical Report, 2020.
14. M. Kölling, N. Barnes, and J. Brown, “Teaching problem solving with online IDEs: A case study,” Journal of Computer Assisted Learning, vol. 37, no. 4, pp. 1032–1044, 2021.
15. A. Bandura, Self-Efficacy: The Exercise of Control. New York: W. H. Freeman, 1997.
2. S. S. Skiena, The Algorithm Design Manual, 3rd ed. Springer, 2020.
3. M. Kumar and S. Yadav, “Online competitive programming platforms: A comparative study,” International Journal of Computer Applications, vol. 182, no. 45, pp. 12–18, 2021.
4. S. Gupta, R. Singh, and P. Patel, “Gamification in coding platforms: Enhancing learner motivation,” Journal of Computer Science Education, vol. 29, no. 3, pp. 215–230, 2022.
5. A. Prakash and N. Sharma, “Full-stack web development for online education systems,” International Journal of Web Engineering, vol. 17, no. 2, pp. 55–67, 2021.
6. HackerRank, “HackerRank coding practice platform,” [Online]. Available: https://www.hackerrank.com/. [Accessed: Aug. 20, 2025].
7. LeetCode, “LeetCode online judge system,” [Online]. Available: https://leetcode.com/. [Accessed: Aug. 20, 2025].
8. Codeforces, “Codeforces competitive programming platform,” [Online]. Available: https://codeforces.com/. [Accessed: Aug. 20, 2025].
9. Judge0, “Judge0 API documentation,” [Online]. Available: https://judge0.com/. [Accessed: Aug. 20, 2025].
10. K. Werbach and D. Hunter, For the Win: How Game Thinking Can Revolutionize Your Business, Wharton Digital Press, 2015.
11. R. Ahuja and M. Srivastava, “Evaluating the impact of leaderboards in e-learning systems,” International Journal of Information and Learning Technology, vol. 38, no. 5, pp. 399–415, 2021.
12. J. Nielsen, Usability Engineering. San Francisco, CA: Morgan Kaufmann, 2010.
13. D. Malan and B. Yu, “CS50: Introduction to Computer Science – An open learning model,” Harvard University Technical Report, 2020.
14. M. Kölling, N. Barnes, and J. Brown, “Teaching problem solving with online IDEs: A case study,” Journal of Computer Assisted Learning, vol. 37, no. 4, pp. 1032–1044, 2021.
15. A. Bandura, Self-Efficacy: The Exercise of Control. New York: W. H. Freeman, 1997.
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