Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems 2017
DOI: 10.1145/3025453.3025711
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Teaching Programming with Gamified Semantics

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Cited by 45 publications
(15 citation statements)
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“…The inconclusiveness of this and other similar studies (Arawjo et al, 2017) suggests that finding the right mix of autonomy, competence and self-determination is challenging and may only occur in some students and in some circumstances, given the diverse nature of the programming students. Akasaki et al (2016) posit that mixed gamification results may be due to individual preferences and personality, and that most gamification approaches are designed for average, rather than diverse people.…”
Section: Discussioncontrasting
confidence: 56%
See 1 more Smart Citation
“…The inconclusiveness of this and other similar studies (Arawjo et al, 2017) suggests that finding the right mix of autonomy, competence and self-determination is challenging and may only occur in some students and in some circumstances, given the diverse nature of the programming students. Akasaki et al (2016) posit that mixed gamification results may be due to individual preferences and personality, and that most gamification approaches are designed for average, rather than diverse people.…”
Section: Discussioncontrasting
confidence: 56%
“…In technical higher education, gamification, the use of game design elements for purposes and contexts other than normally expected (Deterding, Dixon, Khaled, & Nacke, 2011), is increasingly being used to motivate and engage students (Iosup & Epema, 2014). Gamification has been employed to teach core programming concepts (Arawjo, Wang, Myers, Andersen, & Guimbretière, 2017), improve programming skills (Barrón-Estrada, Zatarain-Cabada, & Lindor-Valdez, 2017), motivate students to develop specific skills (Rojas-López & Rincón-Flores, 2018) and to engage students (Ibanez, Di-Serio, & Delgado-Kloos, 2014).…”
Section: Introductionmentioning
confidence: 99%
“…A total of 34 participants were recruited through a participatory system at a University for this study, a participant total and composition similar to analogous studies [41], [42], [43]. Some participants were volunteers and others received extra credit for their participation.…”
Section: B Participantsmentioning
confidence: 99%
“…Teamwork focused on joint problem solving or task execution may result in increased achievement in comparison to individual or competitive learning f) Continuous feedback. Tracking students' achievement, providing frequent and timely feedback and subsequent tailoring or adjustment of further learning experiences The use of gamification in teaching programming or computer science courses has recently been a topic of several empirical studies (see: Fresno et al, 2017;Arawjo et al, 2017;Fotaris et al, 2016;Ibáñez et al, 2014). However, several shortcomings of these studies can be identified: (1) using a limited number of gamification elements (e.g.…”
Section: Related Workmentioning
confidence: 99%