Abstract
We investigated student reactions to two computational physics courses incorporating several videogame-like aspects. These included use of gaming terminology such as " levels, " " weapons, " and " bosses " ; a game-style point system linked to course grades; a self-paced schedule with no deadlines; a mastery design in which only entirely correct attempts earn credit, but students can retry until they succeed; immediate feedback via self-test code; an assignment progression from " minions " (small, focused tasks) to " level bosses " (integrative tasks); and believable, authentic assignment scenarios. Through semi-structured interviews and course evaluations, we found that a majority of students considered the courses effective and the game-like aspects beneficial. In particular, many claimed that the point system increased their motivation; the self-paced nature caused them to reflect on their self-discipline; the possibility and necessity of repeating assignments until perfect aided learning; and the authentic tasks helped them envision using course skills in their professional futures.
Cite
CITATION STYLE
Beatty, I. D., & Harris, L. A. (2015). Pwning Level Bosses in MATLAB: Student Reactions to a Game-Inspired Computational Physics Course. In 2014 Physics Education Research Conference Proceedings (pp. 39–42). American Association of Physics Teachers. https://doi.org/10.1119/perc.2014.pr.006
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