Applying gamification to motivate students to write high-quality code in programming assignments

Remin Kasahara, Kazunori Sakamoto, Hironori Washizaki, Yoshiaki Fukazawa

研究成果: Conference contribution

抜粋

Background: Traditional programming education focuses on training students’ ability to write correct code that meets the specifications in programming assignments. In addition to correctness, software engineering studies argue that code quality is important. Problem: Nurturing students’ ability to write high-quality code in programming assignments is difficult due to two main reasons. (1) Considering code quality while grading is undesirable because there are no objective and fair measurement metrics. (2) Grading assignments from multiple viewpoints (correctness and quality) is difficult and time-consuming. Approach: We propose applying gamification with code metrics to measure code quality in programming assignments. Our approach can motivate students to write code with good metric scores independent of grading. We implemented our approach and conducted a control experiment in a programming course at a university. Result: Our approach did not interfere with students’ submissions but improved metric scores significantly. Hence, our approach can engage students to write high-quality code.

元の言語English
ホスト出版物のタイトルITiCSE 2019 - Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education
出版者Association for Computing Machinery
ページ92-98
ページ数7
ISBN(電子版)9781450363013
DOI
出版物ステータスPublished - 2019 7 2
イベント2019 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2019 - Aberdeen, United Kingdom
継続期間: 2019 7 152019 7 17

出版物シリーズ

名前Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE
ISSN(印刷物)1942-647X

Conference

Conference2019 ACM Conference on Innovation and Technology in Computer Science Education, ITiCSE 2019
United Kingdom
Aberdeen
期間19/7/1519/7/17

ASJC Scopus subject areas

  • Management of Technology and Innovation
  • Education

フィンガープリント Applying gamification to motivate students to write high-quality code in programming assignments' の研究トピックを掘り下げます。これらはともに一意のフィンガープリントを構成します。

  • これを引用

    Kasahara, R., Sakamoto, K., Washizaki, H., & Fukazawa, Y. (2019). Applying gamification to motivate students to write high-quality code in programming assignments. : ITiCSE 2019 - Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education (pp. 92-98). (Annual Conference on Innovation and Technology in Computer Science Education, ITiCSE). Association for Computing Machinery. https://doi.org/10.1145/3304221.3319792