Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users’ engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students’ performance, engagement, and satisfaction. Computer science in higher education is a tough area of study and thus needs to utilize various already explored benefits of gamification. This research develops an empirical study to evaluate the effectiveness of gamification in teaching computer science in higher education. Along with the learning outcomes, the effect of group size on students’ satisfaction level is also measured. Furthermore, the impact of gamification over time is analyzed throughout a semester to observe its effectiveness as a long-term learning technique. The analysis, covering both learning outcome and students’ satisfaction, suggests that gamification is an effective tool to teach tough courses at higher education level; however, group size should be taken into account for optimal classroom size and better learning experience.
When game elements are used in other domains, it is referred to as “gamification,” which is used to improve the engagement and motivation level of users. These benefits encourage its use in education to enhance student engagement, motivation, and learning outcomes. This chapter highlights the historical advent of gamification, its blending into the educational domain, an overview of various platforms to aid this blending, and an exploration of studies signifying its benefits in education. This chapter also outlines a case study to investigate its effectiveness and provides some practical considerations for the educational industry. The analysis suggests that gamification can be considered as a complementary tool to be integrated into the traditional classroom environment.
Online social networks have gained ubiquitous popularity in the last decade but despite the advantages, they have also raised privacy concerns for users. Many people have lost their jobs, relationships, and are stalked because of online privacy breaches. This situation is even more disturbing for young teens as they are in the process of learning emotional, social, and physical behaviors. Online predators take advantage of their immaturity and raise various threats to teens including aggression, rape, abduction, physical and emotional sadistic torture, and even human trafficking. Teens, on the other hand, do not have any mechanism to protect them against such threats. Therefore, this research addresses this overlooked need and proposes a trust model for the teen community, which can evaluate the trustworthiness of a stranger based on teens" psychological and social needs. This paper first identifies various factors of teen psychology from literature, and then proposes a trust model for teens based on those factors. The model ensures the trustworthiness of a stranger through a two-dimension matrix consists of his reputation in other teens and reliability. The proposed model was simulated through colored Petri nets and implemented as a real-time trust evaluation application over Facebook. A user acceptance testing was also performed by teens, which suggests that 81.77% of teens were overall satisfied with the proposed approach.
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