Cooperative Gamification in a Computer Science Introductory Module

Elisaweta Ossovski, Daniel Kalbreyer, Laura Hembrock, M. Brinkmeier
{"title":"Cooperative Gamification in a Computer Science Introductory Module","authors":"Elisaweta Ossovski, Daniel Kalbreyer, Laura Hembrock, M. Brinkmeier","doi":"10.1145/3507923.3507953","DOIUrl":null,"url":null,"abstract":"Especially in introductory modules, that are predominantly attended by first-year students, it is of particular importance to set incentives for active participation, to develop a community feeling and to promote cooperative behaviour by the students. The online distance learning necessitated by the Covid19-pandemic has further intensified this challenge. In order to encourage the desired activity on the part of the students and to build up a sense of belonging, a gamification approach was tried out in a large computer science introductory module with about 550 participants. This involved collecting so-called ”Algos” together by all course participants through various activities, with advantages granted to all students for reaching a certain amount of Algos together. In combination with humorous elements and contexts (e.g. ”Easter eggs” and word problems), the gamification system led to a high level of satisfaction among the students. Although the majority of the students did not perceive the Algos as the main motivation for most of the concrete activities, the lecturers were also satisfied with the actual participation in the digital semester.","PeriodicalId":137168,"journal":{"name":"Proceedings of the 10th Computer Science Education Research Conference","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 10th Computer Science Education Research Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3507923.3507953","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Especially in introductory modules, that are predominantly attended by first-year students, it is of particular importance to set incentives for active participation, to develop a community feeling and to promote cooperative behaviour by the students. The online distance learning necessitated by the Covid19-pandemic has further intensified this challenge. In order to encourage the desired activity on the part of the students and to build up a sense of belonging, a gamification approach was tried out in a large computer science introductory module with about 550 participants. This involved collecting so-called ”Algos” together by all course participants through various activities, with advantages granted to all students for reaching a certain amount of Algos together. In combination with humorous elements and contexts (e.g. ”Easter eggs” and word problems), the gamification system led to a high level of satisfaction among the students. Although the majority of the students did not perceive the Algos as the main motivation for most of the concrete activities, the lecturers were also satisfied with the actual participation in the digital semester.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
计算机科学导论模块中的合作游戏化
特别是在主要由一年级学生参加的介绍性模块中,特别重要的是要制定鼓励积极参与的措施,培养社区感情,促进学生的合作行为。covid - 19大流行所需要的在线远程学习进一步加剧了这一挑战。为了鼓励学生参与所需的活动并建立归属感,我们在一个大型计算机科学入门模块中尝试了一种游戏化方法,参与者约为550人。这涉及到所有课程参与者通过各种活动收集所谓的“算法”,所有学生共同达到一定数量的算法将获得优势。结合幽默元素和情境(如“复活节彩蛋”和单词问题),游戏化系统在学生中获得了很高的满意度。虽然大多数学生并不认为算法是大多数具体活动的主要动机,但讲师对数字学期的实际参与也很满意。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Reaching Everyone by Integrating Computing Everywhere Cooperative Gamification in a Computer Science Introductory Module What do they note? An exploratory investigation into the characteristics of CS students’ notes Insights from Peer Reviewing in Large University Courses The Industry Relevance of an IT Transition Programme
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1