A paper from the STEM Annual Conference 2014.
Computer programming is traditionally a problem subject in HE. The prior knowledge of students transitioning into HE varies due to different ICT syllabi in FE compounded by foreign students and those entering HE through non-traditional routes. As a result course design for first year programming becomes increasingly complex to accommodate differing student requirements. Additionally many students express dislike for the discipline and it can be difficult to maintain student engagement. Although innovative pedagogic approaches and technological solutions have been proposed to address these quandaries including those set out by the authors in previous papers the use of gamification to encourage engagement with programming is a relatively new concept. This paper discusses how the NoobLab online learning environment for computer programming was enhanced using gamification and both the positive and negative effects it had on student behaviour.