The impact of gamification has been typically evaluated via self-report assessments (questionnaires, surveys, etc.). In this work, we analise the use of gamification elements as parameters, to predict whether students are going to fail or not in a programming course. Additionally, unlike prior research, we verify how usage of gamification features can predict student performance not only as a discrete, but as a continuous measure as well, via classification and regression, respectively. Moreover, we apply our approach onto two programming courses from two different universities and involve three gamification features, i.e., ranking, score, and attempts. Our results for both predictions are notable: by using data from only the first quarter ...
This study was administered to find new patterns and meaningful innovation that focuses on applying ...
Violations that continue to increase, as if unconsciously, can affect the teacher's assessment of st...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Students face several difficulties in introductory programming courses (CS1), often leading to high ...
Student performance is a critical factor in determining a university’s reputation because it has a n...
The high failure rates of many programming courses means there is a need to identify struggling stud...
Welfare and economic development is directly dependent on the availability of highly skilled and edu...
Special Issue: Mobile Technology, Gamification and Artificial Intelligence to Improve Sustainability...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
This research measures the effect of gamification on learners’ academic performance, investigate the...
Lack of motivation is an issue for some learners. If they do not find the course materials engaging,...
Many researchers have started extracting student behaviour by cleaning data collected from web envir...
In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamific...
Abstract: Gamification along with a whole range of other active methodologies are being incorporated...
Due to the COVID19 pandemic, more higher-level education programmes have moved to online channels, r...
This study was administered to find new patterns and meaningful innovation that focuses on applying ...
Violations that continue to increase, as if unconsciously, can affect the teacher's assessment of st...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...
Students face several difficulties in introductory programming courses (CS1), often leading to high ...
Student performance is a critical factor in determining a university’s reputation because it has a n...
The high failure rates of many programming courses means there is a need to identify struggling stud...
Welfare and economic development is directly dependent on the availability of highly skilled and edu...
Special Issue: Mobile Technology, Gamification and Artificial Intelligence to Improve Sustainability...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
This research measures the effect of gamification on learners’ academic performance, investigate the...
Lack of motivation is an issue for some learners. If they do not find the course materials engaging,...
Many researchers have started extracting student behaviour by cleaning data collected from web envir...
In this study, we developed a gamied learning platform called F-LauReLxp that employed three gamific...
Abstract: Gamification along with a whole range of other active methodologies are being incorporated...
Due to the COVID19 pandemic, more higher-level education programmes have moved to online channels, r...
This study was administered to find new patterns and meaningful innovation that focuses on applying ...
Violations that continue to increase, as if unconsciously, can affect the teacher's assessment of st...
Over the last 10 years, research on gamification, the use of game elements in non-game contexts, has...