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:
影响因子:
--
通讯作者:
A. Chaudhry
中科院分区:
文献类型:
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作者:
Brian Harrington;A. Chaudhry
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.