Abstract
Gamification Applied in Computer Science Education: A Preliminary Approach
Highlights
Based on the state-of-art elements specific to gamification and on a briefly literature review of the existing gamification platforms and studies related to its efficiency when it comes to learning computer science, we identified a platform, in the name of Kahoot, that can be used as a preliminary step in our gamification approach
5 Conclusions This study presented the preliminary steps done for creating a gamification system for the students from our faculty by integrating a subset of the gamification tools like points systems, leaderboards and progress indicators in the form of Kahoot tests
Motivated by the results reported by other researchers when they applied these techniques for the computer science courses and by very popular apps like Duolingo, we took the initiative to do the same at least for some pilot laboratories
Summary
A rapid growth of elearning software solutions inspired by video games was observed. This paper presents a preliminary approach for implementing a gamification-based system that can be used by the bachelor’s degree program students from our faculty in order to improve their computer science learning experience.
Published Version
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