TrAcademic: Improving Participation and Engagement in CS1/CS2 with Gamified Practicals

TrAcademic: Improving Participation and Engagement in CS1/CS2 with Gamified Practicals
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TrAcademic:通过游戏化实践提高 CS1/CS2 的参与度

DOI:
10.1145/3059009.3059052
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发表时间:
2017
期刊:
Proceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
影响因子:
--
通讯作者:
A. Chaudhry
A. Chaudhry
中科院分区:
--
文献类型:
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作者:
Brian Harrington;A. Chaudhry

文献摘要

被引文献

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实践是计算机科学入门课程的重要组成部分,实践课程是学生在受监督的支持性环境中亲身体验课程所涵盖材料的最佳机会。然而,在挑战更有经验的学生和疏远新来者之间找到平衡可能是困难和令人沮丧的。一种可能的解决方案是让学生自行选择他们想要尝试的问题。那么困难就变成了动机和管理方面的困难之一。本文详细介绍了我们实施游戏化实践系统的经验,CS1 和 CS2 级别课程的学生可以通过各种活动获得积分,包括出勤、尝试基本问题、完成挑战问题以及帮助同学完成作业。这些分数与最终成绩无关,但会显示在公共排行榜上。根据我们的经验,这个游戏化系统极大地提高了实践课程的出勤率,受到学生和助教的好评,提高了保留率,并为学生提供了克服课程早期表现不佳并提高成绩的机会和动力。
Practice is an important part of introductory CS courses, and practical sessions are a student's best opportunity for hands-on experience with the material covered in the course in a supervised, supportive environment. However, finding a balance between challenging more experienced students and alienating newcomers can be difficult and frustrating. One possible solution is to let the students self-select the problems they wish to attempt. The difficulty then becomes one of motivation and administration. This paper details our experiences with implementing a gamified system for practicals whereby students in CS1 and CS2 level courses receive points for various activities, including attendance, attempting basic problems, completing challenge problems and aiding fellow students with their work. These points have no bearing on final grades, but are displayed on a public leaderboard. In our experience, this gamified system dramatically improved attendance at practical sessions, was well received by students and TAs alike, improved retention rates, and offered students the opportunity and motivation to overcome poor performance early in the course and improve their results.