Proceedings of the 7th annual conference on Innovation and technology in computer science education
Improving the CS1 experience with pair programming
SIGCSE '03 Proceedings of the 34th SIGCSE technical symposium on Computer science education
Proceedings of the 37th SIGCSE technical symposium on Computer science education
Pair programming improves student retention, confidence, and program quality
Communications of the ACM - Music information retrieval
Place as media in pervasive games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Transforming learning of programming: a mentoring project
ACE '08 Proceedings of the tenth conference on Australasian computing education - Volume 78
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
Variations on a theme: role of media in motivating computing education
Proceedings of the 41st ACM technical symposium on Computer science education
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
A C-based introductory course using robots
Proceedings of the 43rd ACM technical symposium on Computer Science Education
Creative coding and visual portfolios for CS1
Proceedings of the 43rd ACM technical symposium on Computer Science Education
Gamification: designing for motivation
interactions
Will massive open online courses change how we teach?
Communications of the ACM
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There is little argument that creating experiences for students that will increase student success and retention is a goal that is shared by anyone teaching courses. In computing courses, we have seen a lot of focused attention on the first year introductory courses as it has been shown that it is failure in these courses that drives students away from the discipline. In this paper we describe success we have had with first year students through the creation of achievement system for the undergraduate experience. Through the Just Press Play project and its associated achievements, we observed a significant shift in student behavior in relation to our first year students which lead to a greater level of student success in their first course.