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Gamifying Computer Science Courses with OneUp

Published: 22 February 2019 Publication History

Abstract

The low performance and drop-outs in Computer Science classes are frequently attributed to lack of engagement and motivation. Meanwhile, gamification - the application of game design principles and game mechanics to a non-game context - increasingly attracts the interest of educators due to its potential to foster motivation and behavioral changes in learning contexts. This Demo will introduce OneUp Learning, a platform aimed at facilitating the gamification of academic courses. OneUp enables instructors to define course activities and create exercise problems for practicing and self-assessment, as well as exams or quizzes for testing particular skills. The platform enables gamifying these practice activities. It is highly configurable and supports tailoring gamification features to meet the vision of the instructor. The gamification related configuration includes the choice of the game elements to be used along with specification of gaming rules for them. The system currently supports the following game elements: points (challenge points, skill points, and activity points), progress bar, virtual currency, badges, leaderboard, skill board, learning dashboard, and avatars. In the demo, we will show interested instructors how they can use OneUp in their classes. In particular, we will show them how to create problems and challenges, how to configure the gamification features they like to use, how to define their own badges, how to define rules for earning and spending virtual currency (in the course shop), and how to monitor the engagement and progress of their students. This work is supported by the NSF under Grants HBCU-UP TIP-1623236 and DUE-1821189.

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  1. Gamifying Computer Science Courses with OneUp

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    cover image ACM Conferences
    SIGCSE '19: Proceedings of the 50th ACM Technical Symposium on Computer Science Education
    February 2019
    1364 pages
    ISBN:9781450358903
    DOI:10.1145/3287324
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 22 February 2019

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    Author Tags

    1. course gamification
    2. gamified learning
    3. student engagement

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    SIGCSE '19
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    SIGCSE '19 Paper Acceptance Rate 169 of 526 submissions, 32%;
    Overall Acceptance Rate 1,787 of 5,146 submissions, 35%

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    The 56th ACM Technical Symposium on Computer Science Education
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