2020 IEEE Global Engineering Education Conference (EDUCON) 2020
DOI: 10.1109/educon45650.2020.9125098
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Work In Progress: Sleuth, a programming environment for testing gamification

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“…For example, variants of Bloom's mastery learning (Bloom, 1984) discuss an approach where students can make multiple attempts at tasks, watch lectures multiple times and go through materials in a much more self-paced manner than would be possible in a traditional campus environment. gamification Sleuth (Katan and Anstead, 2020) is a series of gamified (Deterding et al, 2011) code puzzles themed around a film-noir detective story. The project was developed for the introductory programming module that runs on campus at Goldsmiths College and through UoL and Coursera.…”
Section: Formative Peer Reviewmentioning
confidence: 99%
“…For example, variants of Bloom's mastery learning (Bloom, 1984) discuss an approach where students can make multiple attempts at tasks, watch lectures multiple times and go through materials in a much more self-paced manner than would be possible in a traditional campus environment. gamification Sleuth (Katan and Anstead, 2020) is a series of gamified (Deterding et al, 2011) code puzzles themed around a film-noir detective story. The project was developed for the introductory programming module that runs on campus at Goldsmiths College and through UoL and Coursera.…”
Section: Formative Peer Reviewmentioning
confidence: 99%