Gamifying the Project in Hardware-based Courses

Using elements of games in the non-gaming systems is known as gamification. It is used recently in many areas to improve some processes. For example, it alleviates the teaching and learning. Students surmount some learning objectives easier if they play games where they are challenged with rivalry factors and collaborate more among each other. This paper presents a new approach of gamifying the practical project in the hardware-based course Microprocessors and Microcontrollers for computer science students. This change significantly improved the course - not only that it improved the average grade of the passed students, but it provoked the students to enroll in other hardware courses of the upper semesters. Even more so, some diploma theses involving microcontrollers were developed for the first time.

[1]  Juho Hamari,et al.  Defining gamification: a service marketing perspective , 2012, MindTrek.

[2]  Nevena Ackovska,et al.  Challenging students software skills to learn hardware based courses , 2011, Proceedings of the ITI 2011, 33rd International Conference on Information Technology Interfaces.

[3]  Kenton O'Hara,et al.  Gamification. using game-design elements in non-gaming contexts , 2011, CHI Extended Abstracts.

[4]  Mile Jovanov,et al.  On the role of challenging math problems in the discrete mathematics courses , 2015, 2015 IEEE Global Engineering Education Conference (EDUCON).

[5]  Maria Teresa Restivo,et al.  Online Experimentation in Education and Training , 2014, Int. J. Eng. Pedagog..

[6]  Juho Hamari,et al.  Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.

[7]  Joaquim A. Jorge,et al.  Engaging Engineering Students with Gamification , 2013, 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES).

[8]  Polina I. Mozgaleva,et al.  Game technogies in teaching “Mathematical modeling” , 2015, 2015 IEEE Global Engineering Education Conference (EDUCON).

[9]  Dimitris Kehagias,et al.  Software-oriented Approaches for Teaching Computer Architecture to Computer Science Students , 2009 .

[10]  Rebeca P. Díaz Redondo,et al.  A social gamification framework for a K-6 learning platform , 2013, Comput. Hum. Behav..

[11]  Sasko Ristov,et al.  The significant progress of the Microprocessors and Microcontrollers course for computer science students , 2014, 2014 37th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO).

[12]  Kai Erenli,et al.  The Impact of Gamification - Recommending Education Scenarios , 2013, Int. J. Emerg. Technol. Learn..

[13]  Linda Doyle,et al.  The gamification of Dynamic Spectrum Access & cognitive radio , 2014, 2014 IEEE Global Engineering Education Conference (EDUCON).

[14]  Sasko Ristov,et al.  Awakening curiosity — Hardware education for computer science students , 2011, 2011 Proceedings of the 34th International Convention MIPRO.

[15]  Yang Chen,et al.  Cogent: A Case Study of Meaningful Gamification in Education with Virtual Currency , 2015, Int. J. Emerg. Technol. Learn..

[16]  Milos Nikolic,et al.  Laboratory exercises for embedded engineering learning platform , 2012, 2012 Proceedings of the 35th International Convention MIPRO.

[17]  Sally Fincher,et al.  Computer Science Curricula 2013 , 2013 .

[18]  Won-Hyung Lee,et al.  Dynamical model for gamification of learning (DMGL) , 2013, Multimedia Tools and Applications.

[19]  Michael E. Auer,et al.  An Online Lab to support a Master Program in Remote Engineering , 2011, 2011 First Global Online Laboratory Consortium Remote Laboratories Workshop.

[20]  Maciej Laskowski,et al.  Implementing gamification techniques into university study path - A case study , 2015, 2015 IEEE Global Engineering Education Conference (EDUCON).

[21]  Zhijun Xie,et al.  Simplifying and integrating experiments of hardware curriculums , 2010, 2010 3rd International Conference on Computer Science and Information Technology.

[22]  Sasko Ristov,et al.  Hands-on improvements for efficient teaching computer science students about hardware , 2013, 2013 IEEE Global Engineering Education Conference (EDUCON).

[23]  Sasko Ristov,et al.  OER Approach for Specific Student Groups in Hardware-Based Courses , 2014, IEEE Transactions on Education.

[24]  Juho Hamari,et al.  Demographic differences in perceived benefits from gamification , 2014, Comput. Hum. Behav..

[25]  Manuel Castro,et al.  State of Art, Initiatives and New Challenges for Virtual and Remote Labs , 2012, 2012 IEEE 12th International Conference on Advanced Learning Technologies.