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.
@InProceedings{portela:OASIcs.ICPEC.2021.1, author = {Portela, Filipe}, title = {{Online-Teaching Environment with Gamification - A real Case Study}}, booktitle = {Second International Computer Programming Education Conference (ICPEC 2021)}, pages = {1:1--1:13}, series = {Open Access Series in Informatics (OASIcs)}, ISBN = {978-3-95977-194-8}, ISSN = {2190-6807}, year = {2021}, volume = {91}, editor = {Henriques, Pedro Rangel and Portela, Filipe and Queir\'{o}s, Ricardo and Sim\~{o}es, Alberto}, publisher = {Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik}, address = {Dagstuhl, Germany}, URL = {https://drops.dagstuhl.de/entities/document/10.4230/OASIcs.ICPEC.2021.1}, URN = {urn:nbn:de:0030-drops-142170}, doi = {10.4230/OASIcs.ICPEC.2021.1}, annote = {Keywords: TechTeach, Case Study, Online-Learning, ioEduc, Computer Programming, Gamification, Innovation} }
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