2019 ASEE Annual Conference &Amp; Exposition Proceedings
DOI: 10.18260/1-2--32057
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An Approach to Integrating Learning and Engagement Strategies (LESs) into CS Class Activities

Abstract: Her research interests emphasize interdisciplinary topics including understanding and improving: (1) Computer Science education, including increasing participation of women; (2) educational applications and techniques for online STEM learning; and (3) complex human-machine interactions. She has a Ph.D. and M.A.

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Cited by 2 publications
(2 citation statements)
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“…In addition, the authors pointed out that the students evaluated the gamification experiences as very positive and they were engaged. (Clarke et al, 2019(Clarke et al, , 2022 evaluated whether increasing the use of a set of learning and engagement strategies that include gamification, referred to as LESs, improved the student performance. The authors compared the performance of the students minimally exposed to LESs with the performance of the students fully exposed to LESs and reported that the latter performed better.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…In addition, the authors pointed out that the students evaluated the gamification experiences as very positive and they were engaged. (Clarke et al, 2019(Clarke et al, , 2022 evaluated whether increasing the use of a set of learning and engagement strategies that include gamification, referred to as LESs, improved the student performance. The authors compared the performance of the students minimally exposed to LESs with the performance of the students fully exposed to LESs and reported that the latter performed better.…”
Section: Discussionmentioning
confidence: 99%
“…Most of the works use gamification to engage students in learning several testing techniques, such as the code review process (Dal Sasso et al, 2017;Khandelwal et al, 2017), exploratory testing (Costa & Olivei , statement coverage (Clegg et al, 2017;Sherif et al, 2020), loop coverage (Clegg et al, 2017), control flow testing (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020, dataflow testing (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020Clegg et al, 2017), equivalence partitioning (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020Jesus et al, 2020), boundary value analysis (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020Clegg et al, 2017;Jesus et al, 2020), state-based testing (Buckley & Clarke, 2018;Clarke et al, 2019Clarke et al, , 2022Clarke et al, , 2020 or mutation testing (Rojas & Fraser, 2016). Other works use gamification to motivate students to create test cases for findings bugs, such as (Fraser et al, 2019(Fraser et al, , 2020Silvis-Cividjian, 2021), which are the closest works to ours.…”
Section: Gamification In Software Testing Educationmentioning
confidence: 99%