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Non-game Incentives in Gamified Programming Education: More Marks or Prizes

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Learning in the Age of Digital and Green Transition (ICL 2022)

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 633))

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Abstract

When gamification is used in education, non-game incentives are sometimes offered to further promote student participation. To the best of our knowledge, no researchers have explored the impact of non-game incentives, especially in the context of educating students about programming plagiarism and collusion. This study compares two categories of non-game incentives: grade-relevant (i.e., bonus marks) and grade-irrelevant (i.e., money prizes). A quasi-experiment involving two comparable application programming courses was conducted for one academic semester. Both courses use gamification integrated into our online assessment submission system, which automatically educates students about programming plagiarism and collusion. Our study finds that students with grade-relevant incentives perform slightly better than those with grade-irrelevant incentives in terms of learning outcome and student engagement with the learning activities. However, they submit their programs later, knowing that the rewards can be diminished by poorer academic performance.

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Correspondence to Oscar Karnalim .

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Karnalim, O., Simon, Chivers, W. (2023). Non-game Incentives in Gamified Programming Education: More Marks or Prizes. In: Auer, M.E., Pachatz, W., Rüütmann, T. (eds) Learning in the Age of Digital and Green Transition. ICL 2022. Lecture Notes in Networks and Systems, vol 633. Springer, Cham. https://doi.org/10.1007/978-3-031-26876-2_86

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