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Journal Article

Climbing Up the Leaderboard: An Empirical Study of Applying Gamification Techniques to a Computer Programming Class  pp94-110

Panagiotis Fotaris, Theodoros Mastoras, Richard Leinfellner, Yasmine Rosunally

© Jan 2016 Volume 14 Issue 2, ECGBL 2015, Editor: Robin Munkvold, pp81 - 149

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Abstract

Abstract: Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours wit hout apparent loss of focus. In addition, gamers solve complex problems within a gaming environment without feeling fatigue or frustration, as they would typically do with a comparable learning task. Based on this notion, the academic community is keen on exploring methods that can deliver deep learner engagement and has shown increased interest in adopting gamification ⠍ the integration of gaming elements, mechanics, and frameworks into non‑game situations and scenarios ⠍ as a means to increase stude nt engagement and improve information retention. Its effectiveness when applied to education has been debatable though, as attempts have generally been restricted to one‑dimensional approaches such as transposing a trivial reward system onto existing teac hing materials and/or assessments. Nevertheless, a gamified, multi‑dimensional, problem‑based learning approach can yield improved results even when applied to a very complex and traditionally dry task like the teaching of computer programming, as shown i n this paper. The presented quasi‑experimental study used a combination of instructor feedback, real time sequence of scored quizzes, and live coding to deliver a fully interactive learning experience. More specifically, the ⠜Kahoot!⠀ Classroom Respon se System (CRS), the classroom version of the TV game show ⠜Who Wants To Be A Millionaire?⠀, and Codecademy⠒s interactive platform formed the basis for a learning model which was applied to an entry‑level Python programming course. Students were t hus allowed to experience multiple interlocking methods similar to those commonly found in a top quality game experience. To assess gamification⠒s impact on learning, empirical data from the gamified group were compared to those from a control group who was taught through a traditional learning app

 

Keywords: Keywords: gamification, game-based learning, learning and teaching, technology enhanced learning, virtual learning environment, classroom response system, Kahoot, assessment, Higher Education

 

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Journal Article

Using Gamification in a Teaching Innovation Project at the University of Alcalá: A New Approach to Experimental Science Practices  pp93-106

Dolores López Carrillo, Amelia Calonge García, Teresa Rodríguez Laguna, Germán Ros Magán, José Alberto Lebrón Moreno

© Jun 2019 Volume 17 Issue 2, Editor: Antonios Adreatos, pp66 - 106

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Abstract

Pre‑service teachers frequently express negative prejudices towards science and the methodologies traditionally used during their training. Gamification is a booming technology based on combining the psychological aspects, mechanics and dynamics of a game in non‑ludic environments. The use of gamification has shown good outcomes in terms of increasing students´ motivation towards the sciences. In this study, new laboratory practices were developed under the umbrella of gamification methodology for pre‑service teachers. The general objectives were to eliminate negative prejudices, fear and rejection attitudes towards science, to foster the conceptual and procedural learning of science among students and to provide students with real‑life examples and an experience of applying gamification themselves. First, the theoretical basis of the main components and dynamics of gamification in the Education context are summarized. Secondly, their application in a specific subject from the curriculum for the Teaching Training in Primary Education degree (Didactics of Natural Science (DNS), 3rd year) are presented. The methodology was applied twice in laboratory practice in two consecutive academic years: 2017/2018 (5 groups, 150 students ) and 2018/2019 (6 groups, 183 students) . The steps, dynamics, components and the tools used for the gamification experience are described (i.e. Kahoot, Class Dojo). Several pre and post‑tests were carried out to explore: (i) the students’ relationship with games; (ii) their preferred role as players; (iii) their assessment of the different elements involved in the gamification methodology; (iv) their motivation towards science laboratories attitude and (v) their self‑perception with regards to their newly acquired skills to put gamification into practice in their professional future.

 

Keywords: motivation, gamification, teaching training, laboratory practices, Kahoot, ClassDojo

 

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