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Developing Soft Skills with a Classroom Behavior Management Game: (Abstract Only)

Published: 21 February 2018 Publication History

Abstract

Soft skills such as collaboration, communication and time management are essential to the success of computer science students both in school and after they enter the IT profession. While employers value these skills highly, there are so many technical skills to cover in computer science programs that these soft skills are not typically primary learning objectives for CS classes. As such, it is difficult to find time and space to address them directly. In this study, we investigate whether Classcraft, a game-based classroom behavior management platform designed for K-12 students, can motivate undergraduate students to develop their soft skills in large computing classes. To this end, we utilized Classcraft with 234 students across two face-to-face sections and one online section of an undergraduate "Introduction to Operating Systems and Networking" course to determine whether gamifying the engagement component of the course would motivate students to participate in co-curricular activities, enhance student collaboration and improve communication and time management. There were no in-game activities - the students in each section of the class earned experience points in Classcraft as a reward for completing class activities ahead of time, collaborative learning and teamwork, and asking or answering questions in class or via discussion forums in our learning management system. In this poster, we report our preliminary results of the impact of such a platform on student engagement in soft skills.

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  • (2019)Design of a Course Oriented to the Comprehension of Agile Methods Based on Teamwork, Role-Play, and Class Project with a Real Client2019 International Conference on Virtual Reality and Visualization (ICVRV)10.1109/ICVRV47840.2019.00051(212-216)Online publication date: Nov-2019

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  1. Developing Soft Skills with a Classroom Behavior Management Game: (Abstract Only)

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      cover image ACM Conferences
      SIGCSE '18: Proceedings of the 49th ACM Technical Symposium on Computer Science Education
      February 2018
      1174 pages
      ISBN:9781450351034
      DOI:10.1145/3159450
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 21 February 2018

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      Author Tags

      1. collaboration
      2. engagement
      3. gamification

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      Acceptance Rates

      SIGCSE '18 Paper Acceptance Rate 161 of 459 submissions, 35%;
      Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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      SIGCSE Virtual 2024
      1st ACM Virtual Global Computing Education Conference
      December 5 - 8, 2024
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      • (2019)Design of a Course Oriented to the Comprehension of Agile Methods Based on Teamwork, Role-Play, and Class Project with a Real Client2019 International Conference on Virtual Reality and Visualization (ICVRV)10.1109/ICVRV47840.2019.00051(212-216)Online publication date: Nov-2019

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