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Using Gamification to Improve Students’ Typing Skills

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Games and Learning Alliance (GALA 2020)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 12517))

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Abstract

Educational systems are under increasing pressure to use information and communication technologies (ICTs) and to teach students the knowledge and skills they need. While tablets have become important tools in education today, typing on the computer is still a crucial skill for students to learn. In this paper we describe the design, implementation, and evaluation of a gamified application which aims to improve 10-finger typing skills. Evaluation of our application revealed that the users showed a solid improvement in typing skills. Overall, our development got positive feedback and a broad demand for the application was received.

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Notes

  1. 1.

    https://rapidtyping.com/.

  2. 2.

    egyszervolt.hu.

  3. 3.

    gepokt.hu.

  4. 4.

    Points, badges and leaderboards.

  5. 5.

    https://budaikozepiskola.hu/.

  6. 6.

    http://mokk.bme.hu/en/.

  7. 7.

    http://unity.com/.

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Acknowledgements

We highly appreciate Ms. Bella for her continuous and generous help and the students of BGSZC Secondary School of Buda who volunteered to test our game.

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Correspondence to Szabina Fodor .

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Fodor, S., Varga, M. (2020). Using Gamification to Improve Students’ Typing Skills. In: Marfisi-Schottman, I., Bellotti, F., Hamon, L., Klemke, R. (eds) Games and Learning Alliance. GALA 2020. Lecture Notes in Computer Science(), vol 12517. Springer, Cham. https://doi.org/10.1007/978-3-030-63464-3_19

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  • DOI: https://doi.org/10.1007/978-3-030-63464-3_19

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-63463-6

  • Online ISBN: 978-3-030-63464-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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