Location

Hilton Waikoloa Village, Hawaii

Event Website

https://hicss.hawaii.edu/

Start Date

7-1-2025 12:00 AM

End Date

10-1-2025 12:00 AM

Description

Gamification can be an effective pedagogical tool in the arsenal of today’s educators and educational institutions. However, little is known about how competition and cooperation-based gamification, when combined, are experienced by Computing students. Facing this challenge, this study investigates Computer Science learners’ reactions and sense-making regarding their experiences with competition and cooperation-based gamification. To achieve this objective, we conducted a four-week qualitative study involving 15 undergraduate Computing students who used a gamified educational system with a design based on competition and cooperation-based gamification. We collected students’ perceptions through semi-structured interviews conducted weekly with each student over the four weeks of the study, using Inductive Thematic Analysis to unravel their experiences with competition and cooperation-based gamification. The findings reveal varying perceptions of novelty, particularly regarding students’ experiences with the gamification elements implemented on the platform, changes in perception over the four weeks of the study, and different experiences related to competition and cooperation.

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Jan 7th, 12:00 AM Jan 10th, 12:00 AM

Investigating the Use of Competition and Cooperation-based Gamification in Computing Education: A Qualitative Study

Hilton Waikoloa Village, Hawaii

Gamification can be an effective pedagogical tool in the arsenal of today’s educators and educational institutions. However, little is known about how competition and cooperation-based gamification, when combined, are experienced by Computing students. Facing this challenge, this study investigates Computer Science learners’ reactions and sense-making regarding their experiences with competition and cooperation-based gamification. To achieve this objective, we conducted a four-week qualitative study involving 15 undergraduate Computing students who used a gamified educational system with a design based on competition and cooperation-based gamification. We collected students’ perceptions through semi-structured interviews conducted weekly with each student over the four weeks of the study, using Inductive Thematic Analysis to unravel their experiences with competition and cooperation-based gamification. The findings reveal varying perceptions of novelty, particularly regarding students’ experiences with the gamification elements implemented on the platform, changes in perception over the four weeks of the study, and different experiences related to competition and cooperation.

https://aisel.aisnet.org/hicss-58/ks/game/4