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
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
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