Engaging Computer Science Students through Gamification in an Online Social Network Based Collaborative Learning Environment

  • Li C
  • Dong Z
  • Untch R
  • et al.
N/ACitations
Citations of this article
286Readers
Mendeley users who have this article in their library.

Abstract

Gamification is the use of game mechanics such as rewarding points and achievement badges to engage target audience and encourage desired behaviors. Gamification has gained a great surge of interest in recent years as an effective approach to engage existing users and attract new users to web sites. In this paper, the use of gamification in engaging Computer Science students in an online social network based collaborative learning environment, called PeerSpace, is discussed. PeerSpace integrates a suite of Web 2.0 tools that promote student interactions on course-related topics as well as purely social matters. The design and implementation details of various gamification schemes are presented. An assessment of the effectiveness of the schemes is discussed

Cite

CITATION STYLE

APA

Li, C., Dong, Z., Untch, R. H., & Chasteen, M. (2013). Engaging Computer Science Students through Gamification in an Online Social Network Based Collaborative Learning Environment. International Journal of Information and Education Technology, 72–77. https://doi.org/10.7763/ijiet.2013.v3.237

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free