skip to main content
10.1145/3159450.3162247acmconferencesArticle/Chapter ViewAbstractPublication PagessigcseConference Proceedingsconference-collections
poster

Developing Soft Skills with a Classroom Behavior Management Game: (Abstract Only)

Published:21 February 2018Publication History

ABSTRACT

Soft skills such as collaboration, communication and time management are essential to the success of computer science students both in school and after they enter the IT profession. While employers value these skills highly, there are so many technical skills to cover in computer science programs that these soft skills are not typically primary learning objectives for CS classes. As such, it is difficult to find time and space to address them directly. In this study, we investigate whether Classcraft, a game-based classroom behavior management platform designed for K-12 students, can motivate undergraduate students to develop their soft skills in large computing classes. To this end, we utilized Classcraft with 234 students across two face-to-face sections and one online section of an undergraduate "Introduction to Operating Systems and Networking" course to determine whether gamifying the engagement component of the course would motivate students to participate in co-curricular activities, enhance student collaboration and improve communication and time management. There were no in-game activities - the students in each section of the class earned experience points in Classcraft as a reward for completing class activities ahead of time, collaborative learning and teamwork, and asking or answering questions in class or via discussion forums in our learning management system. In this poster, we report our preliminary results of the impact of such a platform on student engagement in soft skills.

Index Terms

  1. Developing Soft Skills with a Classroom Behavior Management Game: (Abstract Only)

      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 Conferences
        SIGCSE '18: Proceedings of the 49th ACM Technical Symposium on Computer Science Education
        February 2018
        1174 pages
        ISBN:9781450351034
        DOI:10.1145/3159450

        Copyright © 2018 Owner/Author

        Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 21 February 2018

        Check for updates

        Qualifiers

        • poster

        Acceptance Rates

        SIGCSE '18 Paper Acceptance Rate161of459submissions,35%Overall Acceptance Rate1,595of4,542submissions,35%

        Upcoming Conference

        SIGCSE Virtual 2024