The Use of Gamification for Teaching Algorithms

Journal Title: Annals of Computer Science and Information Systems - Year 2018, Vol 17, Issue

Abstract

This paper presents our experience using gamification principles into the free and open-source learning management system Moodle for aiding and abetting our Computer Science students in learning algorithms. In this work, we used the LMS Moodle and we developed a module with gamification features focused on promoting engagement of students in the learning process of basic concepts of algorithms, data structures and pointers. We conducted a deep study about Moodle and how to implement gamification plugins into the environment. We used and configured HotPotatoes, Games, LevelUp and Badges plugins. We defined the lessons about the specific concepts of algorithms and we created them into Moodle environment. Then we implemented several games, like hangman, crosswords, cryptex, snakes and ladders. We used LevelUp with the objective to gamify the students' learning experience by allowing them to earn experience points to level up in their courses. Badges were used in order to motivate students in their achievements and to show their progress in the courses. In our learning environment, it is possible to have different levels of proficiency in the class and rewards are based on different rules the professor can define; the student can earn more points for some activities or fewer points for other activities. A comparative ranking can be displayed so that students can see their progress, and the professor can look at the log to verify the activities students did and the points they have earned. The results showed us that the use of gamification concepts can contribute significantly to the process of teaching-learning programming concepts to students in the early years, as well for teenager’s students without any previous knowledge about programming concepts. This study aims to present the methodology used to carry out our experience and the results obtained with the development and implementation of gamification concepts in a free and open-source learning management system.

Authors and Affiliations

Luiz Ricardo Begosso, Luiz Carlos Begosso, Douglas Cunha, João Victor Pinto, Lucas Lemos, Michel Nunes

Keywords

Related Articles

The Practical Use of Problem Encoding Allowing Cheap Fitness Computation of Mutated Individuals

The usual assumption in the Evolutionary Computation field is that a cost of computing single fitness function evaluation is at last similar for all cases. Such assumption does not have to be true. In this paper we consi...

Design of Intelligent PD Controller for Water Supply in Healthcare Systems

The necessity of clean environment is the major aspect in this modern age. This maintains a healthy environment. Also several trials have made with multidisciplinary researchers for development of healthy environment. Ho...

From Building Corpora for Recognizing Faceted Entailment to Recognizing Relational Entailment

Recognizing textual entailment (RTE) became a well established and widely studied task. Partial textual entailment -- and faceted textual entailment in particular -- belong to tasks that are derived from RTE. Although th...

Representation Matters: An Unexpected Property of Polynomial Rings and its Consequences for Formalizing Abstract Field Theory

In this paper we develop a Mizar formalization of Kronecker's construction, which states that for every field $F$ and irreducible polynomial $p \in F[X]$ there exists a field extension $E$ of $F$ such that $p$ has a root...

Development of a mathematical model for electrode systems in rheoophthalmography

The problem of estimating the electrical impedance characteristics was solved using the system of impedance diagnostics of blood circulation with the help of mathematical modeling. In this work, the geometry for mathemat...

Download PDF file
  • EP ID EP567970
  • DOI 10.15439/2018F165
  • Views 29
  • Downloads 0

How To Cite

Luiz Ricardo Begosso, Luiz Carlos Begosso, Douglas Cunha, João Victor Pinto, Lucas Lemos, Michel Nunes (2018). The Use of Gamification for Teaching Algorithms. Annals of Computer Science and Information Systems, 17(), 225-231. https://europub.co.uk/articles/-A-567970