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Improving Student Study Choices in CS1 with Gamification and Flipped Classrooms

Published:26 February 2020Publication History

ABSTRACT

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

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      • Published in

        cover image ACM Conferences
        SIGCSE '20: Proceedings of the 51st ACM Technical Symposium on Computer Science Education
        February 2020
        1502 pages
        ISBN:9781450367936
        DOI:10.1145/3328778

        Copyright © 2020 ACM

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        Publication History

        • Published: 26 February 2020

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