Improving Student Study Choices in CS1 with Gamification and Flipped Classrooms

作者: Gina Sprint , Erik Fox

DOI: 10.1145/3328778.3366888

关键词:

摘要: Recent research has explored flipped classrooms, lightweight teams, and gamification to improve the CS1 student learning social experience. In this paper, we expand upon by implementing a classroom with team-based of study choices. We designed implemented Moodle plugin for reward students practicing "good" habits, such as turning in assignments early re-taking quizzes extra practice. To evaluate our approach, analyzed data collected from three consecutive semesters CS1: one semester without gamification, tied small grade incentive. Based on log survey responses, found did make better choices, including submitting programming online significantly earlier; however, these improved choices not lead higher final exam scores. Overall, enjoyed were motivated their habits due flipped, team-based, gamified course.

参考文章(12)
Gina Sprint, Diane Cook, Enhancing the CS1 student experience with gamification integrated stem education conference. pp. 94- 99 ,(2015) , 10.1109/ISECON.2015.7119953
Celine Latulipe, N. Bruce Long, Carlos E. Seminario, Structuring Flipped Classes with Lightweight Teams and Gamification technical symposium on computer science education. pp. 392- 397 ,(2015) , 10.1145/2676723.2677240
Lassi Haaranen, Petri Ihantola, Lasse Hakulinen, Ari Korhonen, How (not) to introduce badges to online exercises technical symposium on computer science education. pp. 33- 38 ,(2014) , 10.1145/2538862.2538921
Maria-Blanca Ibanez, Angela Di-Serio, Carlos Delgado-Kloos, Gamification for Engaging Computer Science Students in Learning Activities: A Case Study IEEE Transactions on Learning Technologies. ,vol. 7, pp. 291- 301 ,(2014) , 10.1109/TLT.2014.2329293
Alexandre Altair de Melo, Mauro Hinz, Glaucio Scheibel, Carla Diacui Medeiros Berkenbrock, Isabela Gasparini, Fabiano Baldo, Version Control System Gamification: A Proposal to Encourage the Engagement of Developers to Collaborate in Software Projects international conference on social computing. pp. 550- 558 ,(2014) , 10.1007/978-3-319-07632-4_52
Shakirah Mohd Taib, Y. Y. Chen, Che Sarah Che Nordin, Determinants of student performance in advanced programming course international conference for internet technology and secured transactions. pp. 304- 307 ,(2012)
Titus Barik, Emerson Murphy-Hill, Thomas Zimmermann, A perspective on blending programming environments and games: Beyond points, badges, and leaderboards symposium on visual languages and human-centric computing. pp. 134- 142 ,(2016) , 10.1109/VLHCC.2016.7739676
Christo Dichev, Darina Dicheva, Gamifying education: what is known, what is believed and what remains uncertain: a critical review International Journal of Educational Technology in Higher Education. ,vol. 14, pp. 1- 36 ,(2017) , 10.1186/S41239-017-0042-5
Luis Hernández, Mirna Muñoz, Jezreel Mejia, Adriana Peña, Nora Rangel, Carlos Torres, None, Application of gamification elements in software engineering teamwork iberian conference on information systems and technologies. pp. 1- 7 ,(2017) , 10.23919/CISTI.2017.7975916
Mauricio Ronny de Almeida Souza, Kattiana Fernandes Constantino, Lucas Furtini Veado, Eduardo Magno Lages Figueiredo, Gamification in Software Engineering Education: An Empirical Study conference on software engineering education and training. pp. 276- 284 ,(2017) , 10.1109/CSEET.2017.51