Refereed article in conference proceedings (A4)

A model for gamifying programming education: University-level programming course quantified




List of AuthorsKaila Erkki, Laakso Mikko-Jussi, Rajala Teemu, Kurvinen Einari

Conference nameInternational Convention on Information and Communication Technology, Electronics and Microelectronics

PublisherInstitute of Electrical and Electronics Engineers Inc.

Publication year2018

JournalInternational Convention on Information and Communication Technology, Electronics and Microelectronics

Book title *2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO)

Journal name in source2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings

Start page689

End page694

ISBN978-953-233-097-7

eISBN978-953-233-095-3

ISSN1847-3938

DOIhttp://dx.doi.org/10.23919/MIPRO.2018.8400129

Self-archived copy’s web addresshttps://research.utu.fi/converis/portal/detail/Publication/35739177


Abstract

Utilizing gamification in course holistically requires that all areas of the course can be quantified, and the progress made transparent to students as well. However, keeping track of all students' scores, submissions and other tasks can be too big of a workload to be practical, especially in the larger courses. We have successfully adapted a collaborative education tool to university-level programming courses. The tool is used to record student performance in all areas of the course, including for example attendances, demonstration and tutorial scores, weekly surveys and additional exercises. In addition to providing comprehensive statistics to teachers, all progress is also visible to students in real time. In this paper, we describe the redesign of the course, with gamification and transparency to students in focus. Moreover, we analyze students' scores in different components of the course, and find out if there are correlations to be found between different areas. The results seem to indicate, that methods emphasizing active learning are the most beneficial for students' performance in the course.


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Last updated on 2022-07-04 at 17:00