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

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Intelligent Tutoring Systems (ITS 2020)

Abstract

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 different 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.

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Notes

  1. 1.

    In this work we use the term gamification feature interchangeably with gamification element, since these elements are used as input to ML algorithms.

  2. 2.

    These features were chosen due to convenience, which means they were previously implemented within the system we used in this research.

  3. 3.

    If a problem is solved above a threshold time, than the feedback is the message ‘time limit exceeded’, and the problem is not considered solved. For more information visit: www.urionlinejudge.com.br/judge/en/faqs/about/judge.

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Acknowledgements

This research, in accordance with Article 48 of Decree nº 6.008/2006, was funded by Samsung Electronics da Amazônia Ltda, under the terms of Federal Law nº 8.387/1991, through agreement nº 003, signed with ICOMP/UFAM. We would also like to thank FAPESP (Project 2016/02765-2).

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Correspondence to Filipe D. Pereira .

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Pereira, F.D. et al. (2020). Can We Use Gamification to Predict Students’ Performance? A Case Study Supported by an Online Judge. In: Kumar, V., Troussas, C. (eds) Intelligent Tutoring Systems. ITS 2020. Lecture Notes in Computer Science(), vol 12149. Springer, Cham. https://doi.org/10.1007/978-3-030-49663-0_30

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  • DOI: https://doi.org/10.1007/978-3-030-49663-0_30

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