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Can We Use Gamification to Predict Students' Performance? A Case Study Supported by an Online Judge

机译:我们可以使用游戏化来预测学生的表现吗?在线法官支持的案例研究

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The impact of gamification has been typically evaluated via self-report assessments (questionnaires, surveys, etc.)- In this work, we analise the use of gamification elements as parameters, to predict whether students are going to fail or not in a programming course. Additionally, unlike prior research, we verify how usage of gamification features can predict student performance not only as a discrete, but as a continuous measure as well, via classification and regression, respectively. Moreover, we apply our approach onto two programming courses from two diiferent universities and involve three gamification features, i.e., ranking, score, and attempts. Our results for both predictions are notable: by using data from only the first quarter of the course, we obtain 89% accuracy for the binary classification task, and explain 78% of the students' final grade variance, with a mean absolute error of 1.05, for regression. Additionally and interestingly, initial observations point also to gamification elements used in the online judge encouraging competition and collaboration. For the former, students that solved more problems, with fewer attempts, achieved higher scores and ranking. For the latter, students formed groups to generate ideas, then implemented their own solution.
机译:游戏化的影响通常通过自我报告评估(问卷调查,调查等)进行评估。在这项工作中,我们将游戏化元素作为参数进行分析,以预测学生在编程课程中是否会失败。此外,与之前的研究不同,我们验证游戏化功能的使用不仅可以通过分类和回归来预测学生的表现,而且可以预测离散和连续测量。此外,我们将我们的方法应用于来自两所不同大学的两门编程课程中,并涉及三个游戏化功能,即排名,得分和尝试。我们对这两个预测的结果都很显着:仅使用课程第一季度的数据,我们就可以完成二元分类任务的89%的准确性,并解释了78%的学生最终成绩方差,平均绝对误差为1.05 ,用于回归。此外,有趣的是,初步观察还指向在线法官使用的鼓励竞争与合作的游戏化元素。对于前者来说,解决更多问题,减少尝试的学生获得了更高的分数和排名。对于后者,学生们组成小组来产生想法,然后实施他们自己的解决方案。

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