<?xml version="1.0" encoding="UTF-8"?><rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:dcq="http://purl.org/dc/terms/"><records count="1" morepages="false" start="1" end="1"><record rownumber="1"><dc:product_type>Conference Proceeding</dc:product_type><dc:title>Incorporating Gamification Elements in Interactive Programming Workshops</dc:title><dc:creator>Tang, Anh; Doloc-Mihu, Anca; Robertson, Cindy</dc:creator><dc:corporate_author/><dc:editor/><dc:description>The main objective of this qualitative study was to gauge the effectiveness of introducing algorithmic thinking and fundamental programming concepts such as variables, loops, and conditional statements to K-12 and undergraduate students through interactive classroom workshops. Using a game as the teaching platform, the classroom workshops were designed to approach programming concepts in a fun and engaging way to foster interest and increase participation in computing and technology, especially among underrepresented groups in the field. We strove to break down the stigma that programming was dull and boring, and that only people with innate ability could pick up the skill.</dc:description><dc:publisher>Association for the Advancement of Computing in Education (AACE)</dc:publisher><dc:date>2025-03-17</dc:date><dc:nsf_par_id>10637558</dc:nsf_par_id><dc:journal_name/><dc:journal_volume/><dc:journal_issue/><dc:page_range_or_elocation/><dc:issn/><dc:isbn/><dc:doi>https://doi.org/</dc:doi><dcq:identifierAwardId>2315804</dcq:identifierAwardId><dc:subject/><dc:version_number/><dc:location>Orlando, FL, USA</dc:location><dc:rights/><dc:institution/><dc:sponsoring_org>National Science Foundation</dc:sponsoring_org></record></records></rdf:RDF>