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Autor/inn/enCarlson, John; Harris, Ranida; Harris, Ken
TitelCoin Counter: Gamification for Classroom Management
QuelleIn: Information Systems Education Journal, 15 (2017) 5, S.4-14 (11 Seiten)
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1545-679X
SchlagwörterEducational Games; Classroom Techniques; Undergraduate Students; Programming; Student Behavior; Rewards; Student Surveys; Student Attitudes; Correlation; Psychological Patterns; Student Participation; Locus of Control; Achievement; Questionnaires; Program Effectiveness
AbstractIn recent years, gamification has been utilized in a number of different contexts, including educational applications. This paper describes a unique application of coin-based gamification classroom management system in undergraduate programming classes. The coin-based gamification allowed students to earn and spend coins as a form of classroom currency. Students earned coins for certain desired behaviors, which were above and beyond normal behaviors, and were able to spend the coins for things like an assignment or take-home exam due date extension. Survey based results were collected from 104 students and the results indicated that the gamification classroom management system was positively associated with classroom enjoyment, student participation, class strategy, perceived control, and classroom performance. Although the gamification classroom management system was related to desired outcomes, there were some negative outcomes, most notably the additional burden on the instructor that we highlight. A discussion, future pedagogical research thoughts, and recommendations for system improvements are provided. (As Provided).
AnmerkungenInformation Systems and Computing Academic Professionals. Box 488, Wrightsville Beach, NC 28480. e-mail: publisher@isedj.org; Web site: http://isedj.org
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2020/1/01
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