Please use this identifier to cite or link to this item: http://hdl.handle.net/20.500.11889/5728
DC FieldValueLanguage
dc.contributor.authorNawahdah, Mamoun
dc.date.accessioned2018-11-27T07:16:08Z
dc.date.available2018-11-27T07:16:08Z
dc.date.issued2018-08-07
dc.identifier.citationNawahdah M.I. (2018) Gamifying the Teaching and Learning Process in an Advanced Computer Programming Course. In: Egi H., Yuizono T., Baloian N., Yoshino T., Ichimura S., Rodrigues A. (eds) Collaboration Technologies and Social Computing. CollabTech 2018. Lecture Notes in Computer Science, vol 11000. Springer, Chamen_US
dc.identifier.isbn978-3-319-98742-2
dc.identifier.urihttp://hdl.handle.net/20.500.11889/5728
dc.descriptionA Chapter from a book titled: Collaboration Technologies and Social Computing : 9th International Conference, CollabTech 2017, Saskatoon, SK, Canada, August 8–10, 2017, Proceedings (Lecture Notes in Computer Science), July 12, 2017 by Takashi Yoshino (Editor), Takaya Yuizono (Editor), Gustavo Zurita (Editor), Julita Vassileva (Editor)
dc.description.abstractAbstract. These days, the conventional ways of teaching programming are not attractive to students. For instance, classical lecture and tutorial classes are not sufficient and provides only one-way learning environment. Most of the students nowadays prefer to have more engaging, fun, competitive, collaborative, and instant feedback learning environment. These elements can be achieved using gamification to increase students’ interest in computer programming courses. More specifically, we used three gamification techniques in one advanced programming course: pair-programming teaching technique to maintain collaboration between students, Kahoot! system to provide an interactive quizzes system and instance feedback, and finally we used Robocode platform to teach Object-Oriented programming concepts in a fun and competitive fashion. We believe that gamifying teaching and learning process has great potential to assist teachers and engage students in a new and challenging way. This paper presents an empirical study that was carried out in one advanced computer-programming course were the mentioned gamification techniques were applied. A subjective system evaluation revealed that the students appreciated the used techniques. The results also revealed that the students’ interest in computer programming were enhanced as well.en_US
dc.language.isoenen_US
dc.publisherSpringeren_US
dc.subjectEducation - Methodolgyen_US
dc.subject.lcshGamification
dc.subject.lcshEducation - Data processing
dc.subject.lcshObject-oriented programming (Computer science)
dc.subject.lcshTeaching teams
dc.titleGamifying the teaching and learning process in an advanced computer programming courseen_US
dc.typeConference Proceedingsen_US
newfileds.departmentEngineering and Technologyen_US
newfileds.conferenceCollabTech (9th : 2017 : Saskatoon, Canada)en_US
newfileds.item-access-typebzuen_US
newfileds.thesis-prognoneen_US
newfileds.general-subjectComputers and Information Technology | الحاسوب وتكنولوجيا المعلوماتen_US
item.fulltextWith Fulltext-
item.languageiso639-1other-
item.grantfulltextrestricted-
Appears in Collections:Fulltext Publications (BZU Community)
Files in This Item:
File Description SizeFormat Existing users please Login
Proc_CollabTech2018.pdf3.28 MBAdobe PDF    Request a copy
Show simple item record

Page view(s)

146
Last Week
0
Last month
4
checked on Apr 14, 2024

Download(s)

23
checked on Apr 14, 2024

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.