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Gamifying Flipped Classes: An Experience Report in Software Engineering Remote Teaching

Published: 05 October 2021 Publication History

Abstract

Context. In the COVID-19 pandemic, higher education was one of the most affected in adapting the teaching-learning process to comply with social distance measures. In this context, this research reports how we combined two active methodologies in Software Engineering Emergency Remote Teaching. Objective. Therefore, this study aims to report the experiences obtained from the application of gamified study guides in Software Engineering (SE) between November 2020 and April 2021. Method. We combined flipped classroom, an active methodology already known by them, with Gamification to improve students’ acceptance and engagement. We created six gamified study guides for the SE flipped classes. 51 students participated in the classes, 12 students from the Computer Technician course and 39 students from the Computer Science Bachelor course. Each study guide had a group of checkpoints to organize the content in levels. Results. At the end of the application, we observed 83.6% of the participating students maintained their engagement. According to self-declaration, 85% felt motivated by the approach adopted, with 75.9% considering that the class format presented enhanced their learning. We also observed a positive impact on learning gain in an average of 18.3% in their grades. Final Considerations. We concluded that using Gamification and Flipped Classroom has positive impacts on learning and acceptance, although the COVID-19 pandemic and the ERT negatively affect students’ motivation.

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  • (2024)Social engineering as a component of professional competence in information security of future computer science teachersEducational Dimension10.55056/ed.77811(129-145)Online publication date: 15-Dec-2024

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cover image ACM Other conferences
SBES '21: Proceedings of the XXXV Brazilian Symposium on Software Engineering
September 2021
473 pages
ISBN:9781450390613
DOI:10.1145/3474624
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 ACM 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: 05 October 2021

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Author Tags

  1. flipped classroom
  2. gamification
  3. pandemic
  4. software engineering education

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SBES '21
SBES '21: Brazilian Symposium on Software Engineering
September 27 - October 1, 2021
Joinville, Brazil

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  • (2024)Social engineering as a component of professional competence in information security of future computer science teachersEducational Dimension10.55056/ed.77811(129-145)Online publication date: 15-Dec-2024

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