Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
article

Using game theory and Competition-based Learning to stimulate student motivation and performance

Published: 01 September 2010 Publication History

Abstract

This paper introduces a framework for using Game Theory tournaments as a base to implement Competition-based Learning (CnBL), together with other classical learning techniques, to motivate the students and increase their learning performance. The paper also presents a description of the learning activities performed along the past ten years of a course where, in five of them, Competition-based Learning has been used. Finally, the experience gained is described together with an analysis of the feedback obtained from the students' surveys. The good survey results, and their similarity along the years, suggest that the combination of game theory with the use of friendly competitions provides a strong motivation for students; helping to increase their performance.

References

[1]
Adams, J. (1998). Chance-it: an object-oriented capstone project for CS-1. In: Proc. 29th ACM Special Interest Group on Computer Science Education (SIGCSE) Technical Symp. Computer Science Education. pp. 10-14.
[2]
Axelrod, R. (1984). The evolution of cooperation.
[3]
Problem-based learning: an approach to medical education. Springer, New York.
[4]
Teaching with games: the minesweeper and asteroids experience. Journal of Computing in Small Colleges. v17 i2. 23-33.
[5]
Bergin, S., & Reilly, R. (2005). The influence of motivation and comfort-level on learning to program. In: Proceedings of the 17th workshop on psychology of programming - PPIG'05. pp. 293-304.
[6]
Game theory. Mc Graw Hill.
[7]
Reinventing project-based learning: your field guide to real-world projects in the digital age. International Society for Technology in Education, Eugene, OR.
[8]
Medical problem based learning supported by intranet technology: a natural student centred approach. International Journal of Medical Informatics. v50 i1-3. 225-233.
[9]
Successful implementation of user-centered game based learning in higher education: an example from civil engineering. Computers & Education. v49. 873-890.
[10]
The genetical theory of natural selection. Clarendon Press, Oxford.
[11]
The tragedy of the commons. Science. v162. 1243-1248.
[12]
Hill, J., Ray, C., Blair, J., & Carver, C. (2003) Puzzles and games: addressing different learning styles in teaching operating systems concepts. In: Proc. 34th ACM Special Interest Group on Computer Science Education (SIGCSE) Technical Symp. Computer Science Education. pp. 182-186.
[13]
Problem-based learning: what and how do students learn?. Educational Psychology Review. v16 i3. 235-266.
[14]
Goals and strategies of a problem-based learning facilitator. Interdisciplinary Journal of Problem-based Learning. v1. 21-39.
[15]
Huang, T. (2001) Strategy game programming projects. In: Proc. 6th Annu. Consortium for Computing Sciences in Colleges (CCSC) Northeastern Conf. Computing Small Colleges, pp.***205-213.
[16]
Effects of cooperative, competitive, and individualistic goal structures on computer-assisted instruction. Journal of Educational Psychology. v77 i6. 668-677.
[17]
Pedagogical dimensions of game playing. ACM Intelligence Magazine. v10 i1.
[18]
Teaching data structures using competitive games. IEEE Transactions on Education. v47 i4. 459-466.
[19]
Evolution and the theory of games. Cambridge University Press.
[20]
A task-centered instructional strategy. Journal of Research on Technology in Education. v40 i1. 33-50.
[21]
The theory of games and economic behavior. Princeton University Press.
[22]
Where now for problem based learning?. The Lancet. v363 i9403. 174
[23]
Equilibrium points in n-person games. Proceedings of the National Academy of Sciences of the United States of America. v36 i1. 48-49.
[24]
A strategy of win stay, lose-shift that outperforms tit-for-tat in the Prisoner's Dilemma game. Nature (London). v364. 56-58.
[25]
An investigation of cognitive processes engaged in by recreational computer game players: implications for skills of the future. Journal of Research on Technology in Education. v34 i3. 336-351.
[26]
Reese, D. (2000). "Using multiplayer games to teach interprocess communication mechanisms". In: ACM Special Interest Group on Computer Science Education (SIGCSE) Bull., Vol. 32, pp. 45-47.
[27]
Teaching artificial intelligence and logic programming in a competitive environment. Informatics in Education. v8 i1. 85-100.
[28]
Problem-based learning: rationale and description. Medical Education. v17 i1. 11-16.
[29]
Cooperative learning. Review of Educational Research. v50 i2. 315-342.
[30]
Exploring the use of competitive programming: observations from the classroom. Journal of Computing in Small Colleges. v23 i2. 33-39.

Cited By

View all
  • (2024)Classification of Shared Tasks Used in TeachingProceedings of the 2024 on Innovation and Technology in Computer Science Education V. 110.1145/3649217.3653559(164-170)Online publication date: 3-Jul-2024
  • (2024)Enhancing primary school students’ performance, flow state, and cognitive load in visual arts education through the integration of augmented reality technology in a card gameEducation and Information Technologies10.1007/s10639-024-12456-x29:12(15441-15461)Online publication date: 1-Aug-2024
  • (2023)Humans vs. machines in malware classificationProceedings of the 32nd USENIX Conference on Security Symposium10.5555/3620237.3620302(1145-1162)Online publication date: 9-Aug-2023
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

Publisher

Elsevier Science Ltd.

United Kingdom

Publication History

Published: 01 September 2010

Author Tags

  1. Competition-based Learning
  2. Cooperative/collaborative learning
  3. Improving classroom teaching
  4. Teaching/learning strategies

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 10 Oct 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Classification of Shared Tasks Used in TeachingProceedings of the 2024 on Innovation and Technology in Computer Science Education V. 110.1145/3649217.3653559(164-170)Online publication date: 3-Jul-2024
  • (2024)Enhancing primary school students’ performance, flow state, and cognitive load in visual arts education through the integration of augmented reality technology in a card gameEducation and Information Technologies10.1007/s10639-024-12456-x29:12(15441-15461)Online publication date: 1-Aug-2024
  • (2023)Humans vs. machines in malware classificationProceedings of the 32nd USENIX Conference on Security Symposium10.5555/3620237.3620302(1145-1162)Online publication date: 9-Aug-2023
  • (2023)MaestroProceedings of the Thirty-Seventh AAAI Conference on Artificial Intelligence and Thirty-Fifth Conference on Innovative Applications of Artificial Intelligence and Thirteenth Symposium on Educational Advances in Artificial Intelligence10.1609/aaai.v37i13.26878(15816-15824)Online publication date: 7-Feb-2023
  • (2023)Shared tasks as tutorialsProceedings of the Thirty-Seventh AAAI Conference on Artificial Intelligence and Thirty-Fifth Conference on Innovative Applications of Artificial Intelligence and Thirteenth Symposium on Educational Advances in Artificial Intelligence10.1609/aaai.v37i13.26877(15807-15815)Online publication date: 7-Feb-2023
  • (2023)Gamifying model-based engineering: the PapyGame experienceSoftware and Systems Modeling (SoSyM)10.1007/s10270-023-01091-822:4(1369-1389)Online publication date: 4-Mar-2023
  • (2022)Game-Based Learning: Enhancing Student Experience, Knowledge Gain, and Usability in Higher Education Programming CoursesIEEE Transactions on Education10.1109/TE.2021.313691465:4(502-513)Online publication date: 1-Nov-2022
  • (2022)Using the E-Learning Gamification Tool Kahoot! to Learn Chemistry Principles in the ClassroomProcedia Computer Science10.1016/j.procs.2022.09.325207:C(2667-2676)Online publication date: 1-Jan-2022
  • (2022)Would gamification affect high and low achievers differently? A study on the moderating effects of academic achievement levelEducation and Information Technologies10.1007/s10639-022-11519-128:7(8075-8095)Online publication date: 15-Dec-2022
  • (2022)The impact of peer competition and collaboration on gamified learning performance in educational settings: a Meta-analytical studyEducation and Information Technologies10.1007/s10639-021-10770-227:3(3833-3866)Online publication date: 1-Apr-2022
  • Show More Cited By

View Options

View options

Get Access

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media