Introducing Gamification in Introductory Programming Courses

  • Alexander Hofer (Speaker)

Activity: Talk or presentationContributed talkscience-to-science

Description

Gamification has developed markedly over the past decade and educational institutions, starting to see its potential, are carrying out research projects introducing gamification to the classroom. Likewise, gamification has also experienced major success in the market of casual language acquisition, with mobile applications such as Duolingo and Babbel using gamification to make learning a new language more engaging. Learning a new programming language is often challenging for students and can be compared to learning a new foreign language. Hence, the authors developed a proof-of- concept for an application adopting the gamification concepts found in the aforementioned language learning apps and plan to evaluate it in an introductory programming course at our university this fall. The proof-of-concept implements game design elements such as rewards, experience points, and achievements and will in later stages also include the element of leaderboards, which have produced promising results in previous research.
Period24 Sept 2021
Event title15th European Conference on Games Based Learning (ECGBL 2021), Brighton, UK, September 23-24, 2021
Event typeConference
LocationAustriaShow on map

Fields of science

  • 202017 Embedded systems
  • 102006 Computer supported cooperative work (CSCW)
  • 201132 Computational engineering
  • 502032 Quality management
  • 503015 Subject didactics of technical sciences
  • 502050 Business informatics
  • 207409 Navigation systems
  • 102020 Medical informatics
  • 102022 Software development
  • 102002 Augmented reality
  • 201305 Traffic engineering
  • 102034 Cyber-physical systems
  • 102015 Information systems
  • 102040 Quantum computing 
  • 509026 Digitalisation research
  • 211928 Systems engineering
  • 102027 Web engineering
  • 102016 IT security

JKU Focus areas

  • Digital Transformation