Volume 15
Abstract: In recent years, gamification has been utilized in a number of different contexts, including educational applications. This paper describes a unique application of coin-based gamification classroom management system in undergraduate programming classes. The coin-based gamification allowed students to earn and spend coins as a form of classroom currency. Students earned coins for certain desired behaviors, which were above and beyond normal behaviors, and were able to spend the coins for things like an assignment or take-home exam due date extension. Survey based results were collected from 104 students and the results indicated that the gamification classroom management system was positively associated with classroom enjoyment, student participation, class strategy, perceived control, and classroom performance. Although the gamification classroom management system was related to desired outcomes, there were some negative outcomes, most notably the additional burden on the instructor that we highlight. A discussion, future pedagogical research thoughts, and recommendations for system improvements are provided. Keywords: Download this article: ISEDJ - V15 N5 Page 4.pdf Recommended Citation: Carlson, J., Harris, R. B., Harris, K. (2017). Coin Counter: Gamification for Classroom Management. Information Systems Education Journal, 15(5) pp 4-14. http://isedj.org/2017-15/ ISSN: 1545-679X. (A preliminary version appears in The Proceedings of EDSIG 2016) |