Grading by Experience Points: An Example from Computer Ethics Edward F. Gehringer Department of Computer Science North Carolina State University Abstract: In most of education, courses are graded based on percentages—a certain percentage is required for each letter grade. Students often see this as a negative, in which they can only lose points, not gain points, and put their class average at risk with each new assignment. This contrasts with the world of online gaming, where they gain “experience points” from each new activity, and their score monotonically increases toward a desired goal. In the last two or three years, several instructors have moved to grading by experience points (XP). In Fall 2012, the author switched to grading by experience points in his Ethics in Computing class. Students earn points for a variety of activities, mainly performing ethical analyses of various issues related to computing, and participating in debates on ethics-related topics. While the course is still in progress at this writing, indications are that the grading system is serving as a motivator of student involvement, with students eagerly signing up for analyses and investing considerable effort in preparing for debates. The grading system appears to have mitigated the problem of student engagement in this largely non-technical required course. Literature Review In his recent book, The Multiplayer Classroom: Designing Coursework as a Game, Lee Sheldon (2011) relates the experiences of several instructors, including himself, who have turned their classes into games by awarding credit for activities that that help students achieve learning objectives. The concept has been used at levels from middle school to college, and from community colleges to Research I universities. Many of the courses relate to education or educational technology, but they vary from United States history to business writing. McCallum (2010) has also used XP to grade courses. Similar concepts include the Game-Enhanced Learning framework (Charles, Bustard, & Black, 2011) and GameBased Learning (Pan, Mishra, Yuan, Stackpole, & Schwartz, 2012). Approach Figure 1. Grading scheme based on experience points This semester, we are employing this technique in CSC 379, Ethics in Computing, which is a required one-credit course for Computer Science majors at our university. The course has often been plagued by low attendance. We wanted an approach that would make students delve into the very relevant and often very interesting issues of law, public policy, and personal morality. The instructor is also the originator of the Ethics in Computing Web site, http;//ethics.csc.ncsu.edu (Gehringer, 2001), which has not been updated since the last time he taught the course in 2008, but remains Google’s top hit for “Ethics in Computing.” There is a need to update the coverage of all ≈ 120 topics discussed on this site. The site has been developed by student contributions, with the topics being updated on a rolling basis every two years or so. But now, with so much time passing between revisions, it is desirable to update the topics in a single semester. In addition, we want to transition the site from one that mainly links to news articles and analyses to one that offers ethical analyses of each issues it covers. Experience points seemed like a logical choice. Students could gain experience points for each topic that they wrote on (scaled by their score for that contribution). Specific numbers of experience points a for each letter grade (for example, 2600 points for an A, 2300 for a B), and, if students need to earn extra points to reach their desired grade, they would merely need to perform additional activities, like analyzing more issues, or reviewing analyses done by other students. In effect, all work is treated as if it is “extra credit,” having a particular point value. Students could write a maximum of six analyses during the semester, but doing only three analyses will put them on track to earn an A, provided they do “A work” (receive ≥ 93% of the 400 possible experience points for the analysis). Students are encouraged to work in pairs on the analysis. Each member of the pair receives as many points as a sole author would for the same work. An important part of the student’s task is reviewing other students’ work. Students use the peer-review system Expertiza to fill out a review rubric on the ethical analysis submitted by another pair of students. Each review is worth 50 points, which gives students an incentive to do several reviews. Thus far, each analysis has received about 5 reviews on average, which gives students a good basis to revise their work. After they revise and submit it, the course staff assigns a final grade. While students earn most of their points for writing and reviewing ethical analyses, they earn points for other activities too. Twice during the semester, they participate in a debate on a topic like, “Resolved: That organizations should configure computer systems so that only IT staff can install software,” or, “Resolved: That computer science programs should teach students how to produce and defend against malware.” There are also quizzes over each week’s reading assignment. The semester is still in progress, but after the semester, we will have data on the number and Figure 2. A sample review length of analyses produced by this class, compared to previous classes; on the number and length of reviews, and how the average score on ethical analyses changed over the course of the semester. We will also discuss student feedback on the grading process. References Charles, T., Bustard, D., & Black, M. (2011). Experiences of Promoting Student Engagement Through GameEnhanced Learning. In M. Ma, A. Oikonomou, & L. C. Jain (Eds.), Serious Games and Edutainment Applications (pp. 425–445). Springer London. Retrieved from http://www.springerlink.com.prox.lib.ncsu.edu/content/p9766l8222538502/abstract/ Gehringer, E. F. (2001). Building an Ethics in Computing Website using peer review. 2001 ASEE Annual Conference and Exposition, Session (Vol. 1461). Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.87.48&rep=rep1&type=pdf McCallum, S. (2010). Game Design for Computer Science Education. Norsk informatikkonferanse (NIK). Retrieved from http://www.tapironline.no/last-ned/338 Pan, Y., Mishra, S., Yuan, B., Stackpole, B., & Schwartz, D. (2012). Game-based Forensics Course For First Year Students. Retrieved from http://sigite2012.sigite.org/wp-content/uploads/2012/08/session01-paper03.pdf Sheldon, L. (2011). The Multiplayer Classroom: Designing Coursework as a Game. Course Technology Press. 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