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10th Computer Science Education Research Conference, CSERC 2021 ; : 70-78, 2021.
Article in English | Scopus | ID: covidwho-1846579

ABSTRACT

Especially in introductory modules, that are predominantly attended by first-year students, it is of particular importance to set incentives for active participation, to develop a community feeling and to promote cooperative behaviour by the students. The online distance learning necessitated by the Covid19-pandemic has further intensified this challenge. In order to encourage the desired activity on the part of the students and to build up a sense of belonging, a gamification approach was tried out in a large computer science introductory module with about 550 participants. This involved collecting so-called "Algos"together by all course participants through various activities, with advantages granted to all students for reaching a certain amount of Algos together. In combination with humorous elements and contexts (e.g. "Easter eggs"and word problems), the gamification system led to a high level of satisfaction among the students. Although the majority of the students did not perceive the Algos as the main motivation for most of the concrete activities, the lecturers were also satisfied with the actual participation in the digital semester. © 2021 ACM.

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