Proceedings of the 50th ACM Technical Symposium on Computer Science Education 2019
DOI: 10.1145/3287324.3293726
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Can Game Elements Make Computer Science Courses More Attractive?

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Cited by 15 publications
(4 citation statements)
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“…Furthermore, according to the findings of the study by [16], students studying programming in the gamification-assisted flipped classroom were shown to be more enthusiastic to participate in coding training and have favorable views following the deployment. However, [8] [18] claim that depending on the user characteristics, different game elements can alter learning outcomes.…”
Section: 1mentioning
confidence: 99%
“…Furthermore, according to the findings of the study by [16], students studying programming in the gamification-assisted flipped classroom were shown to be more enthusiastic to participate in coding training and have favorable views following the deployment. However, [8] [18] claim that depending on the user characteristics, different game elements can alter learning outcomes.…”
Section: 1mentioning
confidence: 99%
“…This approach uses game elements to enhance non entertainment applications to foster behavioral change, engagement, motivation, and soliciting participation in activities (Dicheva et al, 2019;Paiva, Leal, & Queir ós, 2020;Ryan, Rigby, & Przybylski, 2006). Its further dissemination has begun in 2011, after the publication of several documents (Deterding, Dixon, Khaled, & Nacke, 2011;Deterding, Sicart, Nacke, O'Hara, & Dixon, 2011;Huotari & Hamari, 2012;Zichermann & Cunningham, 2011), gaining popularity and rapidly spreading in a wide range of domains that benefit from the increased engagement of their target users (Koivisto & Hamari, 2019) such as health and environmental awareness (D. Marconi, Schiavo, Zancanaro, Valetto, & Pistore, 2018;Rajani, Mastellos, & Filippidis, 2021;Vieira et al, 2012), e-banking (Rodrigues, Costa, & Oliveira, 2016), software engineering (Pedreira, García, Brisaboa, & Piattini, 2015), education and training (Cosentino, Gérard, & Cabot, 2017;Dicheva et al, 2019;S. Kim, Song, Lockee, & Burton, 2018;Lee & Hammer, 2011), everyday challenges (Bucchiarone, Cicchetti, Bassanelli, & Marconi, 2021;Vassileva, 2012), and so forth.…”
Section: Introductionmentioning
confidence: 99%
“…The term gamification, introduced in the early 2000s (Marczewski, 2013), provides a complementary perspective to serious games. This approach uses game elements to enhance non entertainment applications to foster behavioral change, engagement, motivation, and soliciting participation in activities (Dicheva et al, 2019;Paiva, Leal, & Queir ós, 2020;Ryan et al, 2006). Its further dissemination began in 2011, after the publication of several documents (Deterding, Dixon, Khaled, & Nacke, 2011;Deterding, Sicart, Nacke, O'Hara, & Dixon, 2011;Huotari & Hamari, 2012;Zichermann & Cunningham, 2011), gaining popularity and rapidly spreading in a wide range of domains that benefit from the increased engagement of their target users (Koivisto & Hamari, 2019) such as health and environmental awareness (D. Marconi, Schiavo, Zancanaro, Valetto, & Pistore, 2018;Rajani, Mastellos, & Filippidis, 2021;Vieira et al, 2012), e-banking (Rodrigues, Costa, & Oliveira, 2016), software engineering (Pedreira, García, Brisaboa, & Piattini, 2015), education and training (Bucchiarone, Cicchetti, Bassanelli, & Marconi, 2021;Cosentino, Gérard, & Cabot, 2017;Dicheva et al, 2019;Kim, Song, Lockee, & Burton, 2018;Lee & Hammer, 2011), everyday challenges (Vassileva, 2012), and so forth.…”
Section: Introductionmentioning
confidence: 99%