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TrAcademic: Experiences With Gamified Practical Sessions for a CS1 Course

Published: 06 May 2016 Publication History

Abstract

This paper discusses preliminary impressions and results of using the TrAcademic system to gamify practical sessions in an introductory CS course at the University of Toronto Scarborough. Students were awarded points for attendance, completion of problems, and assisting other students in the session. Points were not counted towards the course grade, but were displayed on a public leaderboard. As a result of this simple change, practical attendance increased by over 500% from the previous offering, and both students and teaching assistants found the gamified practicals improved both engagement and retention.

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  • (2018)Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ AchievementArtificial Intelligence in Education10.1007/978-3-319-93843-1_1(3-16)Online publication date: 20-Jun-2018
  1. TrAcademic: Experiences With Gamified Practical Sessions for a CS1 Course

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    WCCCE '16: Proceedings of the 21st Western Canadian Conference on Computing Education
    May 2016
    137 pages
    ISBN:9781450343558
    DOI:10.1145/2910925
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 06 May 2016

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    Author Tags

    1. CS1
    2. Computer Science Education
    3. Gamification

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    • Short-paper
    • Research
    • Refereed limited

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    WCCCE '16

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    WCCCE '16 Paper Acceptance Rate 26 of 35 submissions, 74%;
    Overall Acceptance Rate 78 of 117 submissions, 67%

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    Cited By

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    • (2018)Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ AchievementArtificial Intelligence in Education10.1007/978-3-319-93843-1_1(3-16)Online publication date: 20-Jun-2018

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