Learning Paths: A New Teaching Strategy with Gamification

Author Filipe Portela



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Filipe Portela
  • Algoritmi Centre, University of Minho, Guimarães, Portugal

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Filipe Portela. Learning Paths: A New Teaching Strategy with Gamification. In 5th International Computer Programming Education Conference (ICPEC 2024). Open Access Series in Informatics (OASIcs), Volume 122, pp. 13:1-13:12, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2024)
https://doi.org/10.4230/OASIcs.ICPEC.2024.13

Abstract

Education’s primary objective should be to equip students with the skills and knowledge necessary for professional success. However, the current education system often employs a one-size-fits-all approach, treating all students alike and expecting uniform performance. As students progress, their strengths and weaknesses become more apparent, yet they face the same challenges. This article addresses this issue by challenging the conventional approach in higher education, demonstrating that it can accommodate diverse student needs and aspirations while maintaining academic rigour and incorporating gamification strategies. Within the TechTeach paradigm, a two-path strategy was developed and implemented with 114 students at the University of Minho. The first path caters to students aiming for satisfactory grades, considering the subject’s minimal relevance to their future careers. The second path is designed for aspiring experts in the subject. The results indicate a high level of student approval, with 90% expressing satisfaction. Additionally, 49.43% of students achieved final grades between 14 and 18, highlighting the effectiveness of tailored learning pathways in meeting diverse student needs and goals.

Subject Classification

ACM Subject Classification
  • Information systems → Information retrieval
Keywords
  • TechTeach
  • Information Systems
  • Gamification
  • Higher Education
  • Learning Paths
  • Personalized Learning

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