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Gamifying Computer Science Courses with OneUp Learning

Published: 26 February 2020 Publication History

Abstract

The low performance and drop-outs in Computer Science classes are frequently attributed to lack of student engagement and motivation. Meanwhile, gamification increasingly attracts the interest of educators due to its potential to foster motivation and behavioral changes in learning contexts. This workshop introduces participants to the concept of gamification and the use of OneUp Learning, a platform aimed at gamifying academic courses. OneUp is aimed at encouraging students' out-of-class practicing and increasing their overall engagement in the course through employing game design elements. The platform is course-independent and highly configurable, allowing the instructor to turn on and off a number of gamification features, such as avatars, points (challenge and skill points), leaderboards, skill boards, a progress bar, content unlocking, goal-setting, badges, virtual currency, duels, chat, etc. For using OneUp, an instructor has to provide practice exercises and to specify the gamification elements to be used. Apart from the standard question types, OneUp supports Parson's problems and dynamic problems (e.g. programming problems). The workshop proceeds in two sessions. In the first session we introduce the OneUp platform and present our experience of gamifying a Data Structures course. In the second, workshop attendees engage in hands-on experience: we show them how to use OneUp in their classes. In particular, we assist them in creating problems and challenges, configuring desired gamification features, defining their own badges and rules for earning and spending virtual currency, and monitoring the engagement and progress of their students. Laptops required.

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        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
        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: 26 February 2020

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        Author Tags

        1. computer science education
        2. course gamification platform
        3. gameful practicing
        4. gamification
        5. student engagement

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        SIGCSE '20
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