ZORQ: A Gamification Framework for Computer Science Education

被引:0
作者
Hastings, John [1 ]
Weitl-Harms, Sherri [1 ]
Spanier, Adam [2 ]
Rokusek, Matthew [3 ]
Henszey, Ryan
机构
[1] Univ Nebraska Kearney, Cyber Syst Dept, Kearney, NE 68849 USA
[2] Univ Nebraska Omaha, Informat Syst & Technol, Omaha, NE USA
[3] Univ Nebraska Lincoln, Sch Comp, Lincoln, NE USA
来源
2022 IEEE FRONTIERS IN EDUCATION CONFERENCE, FIE | 2022年
关键词
Computer Science Education; Dynamic Gamification; Active Learning; Game Development Based Learning; Game Development Gamification Framework; MOTIVATION; ENGAGEMENT;
D O I
10.1109/FIE56618.2022.9962487
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
This research paper introduces a unique system called ZORQ that is a combination of a game development framework and a gamification framework (GDGF). The ZORQ GDGF acts as a catalyst to help motivate students by increasing student engagement and success within undergraduate Computer Science (CS) education, regardless of student experience and background. The dynamic gamification elements utilized within the GDGF make it an attractive learning method for students. After collaborative game space customization, ZORQ gameplay sees each student tasked with designing a ship movement philosophy and then implementing their own code to autonomously control the ship in an interstellar game space filled with supplies, obstacles, and enemy ships. The particulars of engagements between ships can vary greatly by semester, along with the resources/objects present in the game, depending on the collaborative customization and the independent ship strategies implemented. A preliminary ZORQ trial was conducted over five years in an undergraduate Data Structures and Algorithms (DSA) course. The ZORQ trial is designed to fulfill the following objectives: 1) implement DSA concepts discussed within the course, 2) identify appropriate problem-solving approaches, 3) apply one or more solutions, 4) build depth with a coding language, 5) bridge the gap between limited concept assignments and large, multi-developer software systems by allowing students to build code within a larger architecture, 6) introduce students to version control, 7) illustrate the use of prior mathematics coursework in practical applications, and 8) introduce unit testing in software systems. In exit surveys, students expressed overwhelming satisfaction with this approach. More than 84% of the students surveyed found the system useful in their educational experience and saw benefit to inspecting a completed software project. 82% of the students found that ZORQ increased software development comprehension. 80% enjoyed using their own personal creativity in designing a ship controller, 76% found ZORQ helped them learn how to implement and use DSAs. 71% found the system engaging and found the system interaction to be clear and understandable. Observations of student performance in later courses suggest better student maturity and comprehension in preparation for proposing and implementing their own independent projects.
引用
收藏
页数:9
相关论文
共 41 条
  • [1] The Impact of Gamification on Learning Outcomes of Computer Science Majors
    Ahmad, Adnan
    Zeshan, Furkh
    Khan, Muhammad Salman
    Marriam, Rutab
    Ali, Amjad
    Samreen, Alia
    [J]. ACM TRANSACTIONS ON COMPUTING EDUCATION, 2020, 20 (02):
  • [2] A Systematic Mapping of Negative Effects of Gamification in Education/Learning Systems
    Almeida, Clauvin
    Kalinowski, Marcos
    Feijo, Bruno
    [J]. 2021 47TH EUROMICRO CONFERENCE ON SOFTWARE ENGINEERING AND ADVANCED APPLICATIONS (SEAA 2021), 2021, : 17 - 24
  • [3] Research trends in the study of gamification
    Alsawaier, Raed S.
    [J]. INTERNATIONAL JOURNAL OF INFORMATION AND LEARNING TECHNOLOGY, 2019, 36 (05) : 373 - 380
  • [4] The effect of gamification on motivation and engagement
    Alsawaier, Raed S.
    [J]. INTERNATIONAL JOURNAL OF INFORMATION AND LEARNING TECHNOLOGY, 2018, 35 (01) : 56 - 79
  • [5] [Anonymous], 2021, 2021 state of computer science education: Accelerating action through advocacy
  • [6] Becker K., 2016, Learning Education & Games - Volume Two: Bringing Games Into Educational Contexts, V2, P61
  • [7] Booch G., 2004, Object-Oriented Analysis and Design with Applications
  • [8] Broneak C., 2021, 2021 C RES EQ SUST P, P1
  • [9] Churchill E.F., 2017, Interactions, V25, P22, DOI [10.1145/3197577, DOI 10.1145/3197577]
  • [10] The "what" and "why" of goal pursuits: Human needs and the self-determination of behavior
    Deci, EL
    Ryan, RM
    [J]. PSYCHOLOGICAL INQUIRY, 2000, 11 (04) : 227 - 268