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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Albluwi, I.: Plagiarism in programming assessments: a systematic review. ACM Trans. Comput. Educ. 20(1), 6:1–6:28 (2019). https://doi.org/10.1145/3371156
Allen, J.M., Vahid, F., Downey, K., Edgcomb, A.D.: Weekly programs in a CS1 class: experiences with auto-graded many-small programs (MSP). In: ASEE Annual Conference & Exposition, pp. 1–13. ASEE (2018)
Barata, G., Gama, S., Jorge, J., Gonçalves, D.: Improving participation and learning with gamification. In: First International Conference on Gameful Design, Research, and Applications, pp. 10–17 (2013). https://doi.org/10.1145/2583008.2583010
Bradley, S.: Creative assessment in programming: diversity and divergence. In: Fourth Conference on Computing Education Practice, pp. 13:1–13:4 (2020). https://doi.org/10.1145/3372356.3372369
Cosma, G., Joy, M.: Towards a definition of source-code plagiarism. IEEE Trans. Educ. 51(2), 195–200 (2008). https://doi.org/10.1109/TE.2007.906776
Denny, P.: The effect of virtual achievements on student engagement. In: SIGCHI Conference on Human Factors in Computing Systems, pp. 763–772 (2013). https://doi.org/10.1145/2470654.2470763
Denny, P., McDonald, F., Empson, R., Kelly, P., Petersen, A.: Empirical support for a causal relationship between gamification and learning outcomes. In: CHI Conference on Human Factors in Computing Systems, pp. 1–13 (2018)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining “gamification”. In: 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011). https://doi.org/10.1145/2181037.2181040
Dichev, C., Dicheva, D., Irwin, K.: Gamifying learning for learners. Int. J. Educ. Technol. High. Educ. 17(1), 1–14 (2020). https://doi.org/10.1186/s41239-020-00231-0
Dicheva, D., Irwin, K., Dichev, C.: OneUp: engaging students in a gamified data structures course. In: 50th ACM Technical Symposium on Computer Science Education, pp. 386–392 (2019). https://doi.org/10.1145/3287324.3287480
Fraser, R.: Collaboration, collusion and plagiarism in computer science coursework. Inform. Educ. 13(2), 179–195 (2014). https://doi.org/10.15388/infedu.2014.01
Halak, B., El-Hajjar, M.: Plagiarism detection and prevention techniques in engineering education. In: 11th European Workshop on Microelectronics Education, pp. 1–3 (2016). https://doi.org/10.1109/EWME.2016.7496465
Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work? - A literature review of empirical studies on gamification. In: 47th Hawaii International Conference on System Sciences, pp. 3025–3034 (2014). https://doi.org/10.1109/HICSS.2014.377
Harrington, B., Chaudhry, A.: TrAcademic: improving participation and engagement in CS1/CS2 with gamified practicals. In: ACM Conference on Innovation and Technology in Computer Science Education, pp. 347–352. ACM (2017). https://doi.org/10.1145/3059009.3059052
Irwin, M.S., Edwards, S.H.: Can mobile gaming psychology be used to improve time management on programming assignments? In: ACM Conference on Global Computing Education, pp. 208–214 (2019). https://doi.org/10.1145/3300115.3309517
Karnalim, O., Simon: Disguising code to help students understand code similarity. In: 20th Koli Calling International Conference on Computing Education Research, pp. 1–5. ACM (2020). https://doi.org/10.1145/3428029.3428064
Karnalim, O., Simon, Chivers, W., Panca, B.S.: Educating students about programming plagiarism and collusion via formative feedback. ACM Trans. Comput. Educ. 22(3), 31:1–31:31 (2022). https://doi.org/10.1145/3506717
de Marcos, L., Domínguez, A., de Navarrete, J.S., Pagés, C.: An empirical study comparing gamification and social networking on e-learning. Comput. Educ. 75, 82–91 (2014). https://doi.org/10.1016/j.compedu.2014.01.012
Pawelczak, D.: Benefits and drawbacks of source code plagiarism detection in engineering education. In: 2018 IEEE Global Engineering Education Conference, pp. 1048–1056. IEEE (2018). https://doi.org/10.1109/EDUCON.2018.8363346
Rodrigues, L., Toda, A.M., Oliveira, W., Palomino, P.T., Avila-Santos, A.P., Isotani, S.: Gamification works, but how and to whom? An experimental study in the context of programming lessons. In: 52nd ACM Technical Symposium on Computer Science Education, pp. 184–190 (2021)
Rogers, M., Yao, W., Luxton-Reilly, A., Leinonen, J., Lottridge, D., Denny, P.: Exploring personalization of gamification in an introductory programming course. In: 52nd ACM Technical Symposium on Computer Science Education, pp. 1121–1127 (2021)
Ryan, R.M., Deci, E.L.: Intrinsic and extrinsic motivations: classic definitions and new directions. Contemp. Educ. Psychol. 25(1), 54–67 (2000). https://doi.org/10.1006/ceps.1999.1020
Simon, et al.: Choosing code segments to exclude from code similarity detection. In: Working Group Reports on Innovation and Technology in Computer Science Education, pp. 1–19 (2020). https://doi.org/10.1145/3437800.3439201
Simon, Sheard, J., Morgan, M., Petersen, A., Settle, A., Sinclair, J.: Informing students about academic integrity in programming. In: 20th Australasian Computing Education Conference, pp. 113–122 (2018). https://doi.org/10.1145/3160489.3160502
de Sousa Borges, S., Durelli, V.H.S., Reis, H.M., Isotani, S.: A systematic mapping on gamification applied to education. In: 29th Annual ACM Symposium on Applied Computing, pp. 216–222 (2014). https://doi.org/10.1145/2554850.2554956
Spacco, J., Fossati, D., Stamper, J., Rivers, K.: Towards improving programming habits to create better computer science course outcomes. In: 18th ACM Conference on Innovation and Technology in Computer Science Education, pp. 243–248 (2013). https://doi.org/10.1145/2462476.2465594
Tsang, H.H., Hanbidge, A.S., Tin, T.: Experiential learning through inter-university collaboration research project in academic integrity. In: 23rd Western Canadian Conference on Computing Education, pp. 1–6. ACM (2018). https://doi.org/10.1145/3209635.3209645
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
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
Download citation
DOI: https://doi.org/10.1007/978-3-031-26876-2_86
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-26875-5
Online ISBN: 978-3-031-26876-2
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)