Online-Teaching Environment with Gamification - A real Case Study

Author Filipe Portela

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Filipe Portela
  • Algoritmi Research Centre, University of Minho, Braga, Portugal
  • IOTech - Innovation on Technology, Trofa, Portugal


I want to thank IOTECH for supporting the project.

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Filipe Portela. Online-Teaching Environment with Gamification - A real Case Study. In Second International Computer Programming Education Conference (ICPEC 2021). Open Access Series in Informatics (OASIcs), Volume 91, pp. 1:1-1:13, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2021)


Teaching processes are changing, and Higher Education is not an exception. Professors are adapting their teaching methods to b-learning classes. They are looking for innovative approaches and tools that allow engaging students in the classrooms. This paper presents the results of a teaching and challenging experience. The TeachTeach paradigm was used in a fully online environment. Professors explored several methods/approaches during the semester, and the students were faced-off with a new reality of learning. They attested students skills like programming, resilience, innovation and entrepreneur capabilities during the development of a project with an actual web application. The results show that the efforts were tremendous but beneficial for all the stakeholders. At the end of the case study, a few numbers should be highlighted: 11,173 Downloads, 15,224 Messages, 200,000 Sessions and 208 online hour classes. Comparing this approach with other curricular units (CUnit) online strategies, 96,53% of the students considered it equal or better.

Subject Classification

ACM Subject Classification
  • Applied computing → Interactive learning environments
  • TechTeach
  • Case Study
  • Online-Learning
  • ioEduc
  • Computer Programming
  • Gamification
  • Innovation


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