skip to main content
10.1145/2583008.2583015acmotherconferencesArticle/Chapter ViewAbstractPublication PagesgamificationConference Proceedingsconference-collections
research-article

Gamification and serious game approaches for introductory computer science tablet software

Published:02 October 2013Publication History

ABSTRACT

In this paper, we overview the design of tablet apps built to teach introductory computer science concepts, and present the results and conclusions from a study conducted during a first year computer science course at McMaster University. Game design elements were incorporated into the apps we designed to teach introductory computer science concepts, with the primary aim of increasing student satisfaction and engagement. We tested these apps with students enrolled in the course during their regular lab sessions and collected data on both the usability of the apps and the student's understanding of the concepts. Though overall we found students preferred instruction with the apps compared to more traditional academic instruction, we found that students also recommended combined instruction using both traditional methods and the apps in the future. Based on this we conclude that gamification and serious game design approaches are effective at increasing student satisfaction, and make several recommendations regarding the usage and design of educational software incorporating game design elements.

References

  1. Bangor, A., Kortum, P. T., and Miller, J. T. An empirical evaluation of the system usability scale. International Journal of Human-Computer Interaction 24, 6 (2008), 574--594.Google ScholarGoogle ScholarCross RefCross Ref
  2. Culén, A. L., and Gasparini, A. ipad: a new classroom technology? a report from two pilot studies. INFuture Proceedings (2011), 199--208.Google ScholarGoogle Scholar
  3. Deterding, S. Situated motivational affordances of game elements: A conceptual model., 2011. Presented at Gamification: Using Game Design Elements in Non-Gaming Contexts, a workshop at CHI 2011. Retrieved from http://gamification-research.org/wp-content/uploads/2011/04/09-Deterding.pdf. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Wattanatchariya, K., Chuchuaikam, S., and Dejdumrong, N. An educational game for learning wind and gravity theory on ios: Drop donuts. In Computer Science and Software Engineering (JCSSE), 2011 Eighth International Joint Conference on (may 2011), 387--392.Google ScholarGoogle ScholarCross RefCross Ref
  5. Yan, F. A sunny day: Ann and rons world an ipad application for children with autism. In Serious Games Development and Applications, M. Ma, M. Fradinho Oliveira, and J. Madeiras Pereira, Eds., vol. 6944 of Lecture Notes in Computer Science. Springer Berlin/Heidelberg, 2011, 129--138. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Gamification and serious game approaches for introductory computer science tablet software

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Other conferences
      Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
      October 2013
      148 pages
      ISBN:9781450328159
      DOI:10.1145/2583008

      Copyright © 2013 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 2 October 2013

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      Gamification '13 Paper Acceptance Rate9of25submissions,36%Overall Acceptance Rate9of25submissions,36%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader