TY - GEN
T1 - Investigating the Use of Competition and Cooperation-based Gamification in Computing Education
T2 - Hawaii International Conference on System Sciences
AU - Pereira Perez, Felipe
AU - Oliveira, Wilk
AU - Corrêa de Lima, Anderson
AU - de Castro Junior, Amaury Antônio
AU - Hamari, Juho
PY - 2025
Y1 - 2025
N2 - 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.
AB - 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.
M3 - Conference contribution
T3 - Proceedings of the Annual Hawaii International Conference on System Sciences
SP - 4895
EP - 4904
BT - Proceedings of the 58th Hawaii International Conference on System Sciences, HICSS 2025
A2 - Bui, Tung X.
PB - Hawaii International Conference on System Sciences
Y2 - 7 January 2025 through 10 January 2025
ER -