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

dc.contributor.authorKaila Erkki
dc.contributor.authorLaakso Mikko-Jussi
dc.contributor.authorRajala Teemu
dc.contributor.authorKurvinen Einari
dc.contributor.organizationfi=vuorovaikutusmuotoilu|en=Interaction Design|
dc.contributor.organization-code1.2.246.10.2458963.20.34532463451
dc.contributor.organization-code2606806
dc.converis.publication-id35739177
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/35739177
dc.date.accessioned2022-10-28T13:44:33Z
dc.date.available2022-10-28T13:44:33Z
dc.description.abstract<p>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.<br /></p>
dc.format.pagerange689
dc.format.pagerange694
dc.identifier.eisbn978-953-233-095-3
dc.identifier.isbn978-953-233-097-7
dc.identifier.issn1847-3938
dc.identifier.jour-issn1847-3938
dc.identifier.olddbid184018
dc.identifier.oldhandle10024/167112
dc.identifier.urihttps://www.utupub.fi/handle/11111/45150
dc.identifier.urnURN:NBN:fi-fe2021042713351
dc.language.isoen
dc.okm.affiliatedauthorKaila, Erkki
dc.okm.affiliatedauthorLaakso, Mikko-Jussi
dc.okm.affiliatedauthorRajala, Teemu
dc.okm.affiliatedauthorKurvinen, Einari
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.relation.conferenceInternational Convention on Information and Communication Technology, Electronics and Microelectronics
dc.relation.doi10.23919/MIPRO.2018.8400129
dc.relation.ispartofjournalInternational Convention on Information and Communication Technology, Electronics and Microelectronics
dc.source.identifierhttps://www.utupub.fi/handle/10024/167112
dc.titleA model for gamifying programming education: University-level programming course quantified
dc.title.book2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO)
dc.year.issued2018

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