Research Article
Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom
@INPROCEEDINGS{10.1007/978-3-319-76908-0_35, author={Stamatios Papadakis and Michail Kalogiannakis}, title={Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom}, proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30--31, 2017, Proceedings}, proceedings_a={ARTSIT \& DLI}, year={2018}, month={3}, keywords={ClassCraft Gamification Introductory programming courses Secondary education}, doi={10.1007/978-3-319-76908-0_35} }
- Stamatios Papadakis
Michail Kalogiannakis
Year: 2018
Using Gamification for Supporting an Introductory Programming Course. The Case of ClassCraft in a Secondary Education Classroom
ARTSIT & DLI
Springer
DOI: 10.1007/978-3-319-76908-0_35
Abstract
Old teaching methods mechanisms are no longer beneficial to the students. In traditional instructional methodology, where the lecture classes are perceived to be tedious by students, the gamification technology has a great advantage to solve the problem as it can improve learning motivation of students. Various studies have shown that gamification under appropriate conditions may create an environment conducive to learning and lead to large increases in students’ interest in programming. ClassCraft is a game that it can be used in the classroom to help students to have fun, promote teamwork, and become better learners. In this paper, we present a pilot teaching intervention. The results showed that the general students’ performance has not been affected positively. On the other hand, their engagement has been affected positively.