Proceedings of the Ninth Annual International ACM Conference on International Computing Education Research 2013
DOI: 10.1145/2493394.2493410
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In-game assessments increase novice programmers' engagement and level completion speed

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Cited by 93 publications
(37 citation statements)
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“…Descriptions of earlier versions of Gidget have been reported elsewhere [17,18,19], so here we focus only on the details needed for this paper.…”
Section: The Gidget Prototypementioning
confidence: 99%
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“…Descriptions of earlier versions of Gidget have been reported elsewhere [17,18,19], so here we focus only on the details needed for this paper.…”
Section: The Gidget Prototypementioning
confidence: 99%
“…The presentation order of the concepts was designed iteratively based on curricula found in CS1 textbooks, pilot testing with novices, and the authors' cumulative experience teaching CS1 courses, following recent advice in educational game design [1]. Prior work [19] validated the curriculum as engaging to online adult participants (P2-game) that positively affected their attitudes towards programming, regardless of gender or level of education [9]. The units cover 1) game-specific constructs, 2) lists, 3) variables, 4) functions and objects, 5) Booleans and conditionals, 6) while and for each loops, with the final set 7) reviewing all of the concepts.…”
Section: The Gidget Prototypementioning
confidence: 99%
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“…Players interacting with vertebrates completed more levels than those in the other groups, with a significant difference between the vertebrate and inanimate object groups. Finally, the most recent study [7] examined how adding assessments to a game affected people's performance and engagement with the game. We found that those who were given assessment levels (i.e., exams) not only completed significantly more levels than those who were not given assessment levels, but also completed the same set of levels faster than their counterparts.…”
Section: Thesis Goals Methods and Statusmentioning
confidence: 99%
“…As highlighted by Morrison and DiSalvo (2014) who relate the gamification of the Khan Academy, one critical motivational element to have is to place the user at the centre by adding elements of pure play, to make the gaming more "playful". Examples of such approaches include CodeSpells (Esper et al, 2013) and Gidget (Lee et al, 2013). Ibáñez et al (2014) made an experiment to explore the impact of gamification techniques on the engagement and learning about the C programming language.…”
Section: • Live Fights/contests Between Players or Against Bots •mentioning
confidence: 99%