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How to Gamify Your Computing Classes

Published: 05 March 2021 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 virtual 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 allows the instructor to turn on and off a number of gamification features, including avatars, points, leaderboards, progress bar, content unlocking, goal-setting, badges, virtual currency, duels, etc. For using OneUp, instructors have to provide practice exercises. Apart from the standard question types, OneUp supports Parson's and programming problems, as well as Flash cards. The workshop offers an interactive tutorial and individual work. The tutorial will introduce the OneUp platform and will demonstrate its use for gamifying a course. Workshop attendees will be engaged in hands-on experience. An OneUp course shell will be created and populated with sample data for each workshop attendee. After the tutorial, the participants will be able to explore and further gamify their own OneUp demo course. We will also demonstrate Quest, a repository for sharing OneUp problems.

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  1. How to Gamify Your Computing Classes

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    Published In

    cover image ACM Conferences
    SIGCSE '21: Proceedings of the 52nd ACM Technical Symposium on Computer Science Education
    March 2021
    1454 pages
    ISBN:9781450380621
    DOI:10.1145/3408877
    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: 05 March 2021

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    Author Tags

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

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    • Abstract

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    • NSF

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    SIGCSE '21
    Sponsor:

    Acceptance Rates

    Overall Acceptance Rate 1,787 of 5,146 submissions, 35%

    Upcoming Conference

    SIGCSE TS 2025
    The 56th ACM Technical Symposium on Computer Science Education
    February 26 - March 1, 2025
    Pittsburgh , PA , USA

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