The impact of opt-in gamification on students' grades in a software design course.
Kiko Fernandez-ReyesDave ClarkeJanina HornbachPublished in: MoDELS (Companion) (2018)
Keyphrases
- software design
- educational software
- software systems
- software development
- software engineering
- learning environment
- learning experience
- student learning
- functional requirements
- learning styles
- higher education
- design patterns
- undergraduate students
- uml diagrams
- intelligent tutoring systems
- high school
- e learning
- distance learning
- student attitudes
- teaching assistants
- high school students
- learning outcomes
- college students
- object oriented design
- databases
- game mechanics
- control group
- learning activities
- collaborative learning
- distance education
- business process
- grade students
- case study
- traveling salesman problem