This article describes an attempt to check whether gamification is applicable to different courses in higher education and what are the results of such application. An experiment (involving over 100 students of computer science at Lublin University of Technology) implementing some of the gamification techniques into two different coursessoftware engineering and service-oriented architecture -was performed during two academic years 2011/2012 and 2012/2013. This article provides the description of the experiment and comparative analysis of its results in both gamified and non-gamified (control) groups.
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