Poster, Blue&GO! - Gamifying Education 2.0

Blue&GO! - Gamifying Education 2.0

Blue&GO! is a product to help gamify lectures. It is designed to be fun for both teachers and students with little to no preparation time. Gamification in education has been done before, the most famous example being Kahoot!. However, Kahoot! requires a long preparation time in advance, which is undesirable for teachers who already have a lot of preparation to do for lectures or classes. Another benefit of Blue&GO! is the use of physical buttons.

  • CS: Design Project

    The CS Design Project module is one of the two final modules of the Bachelor. In the design component of this module, students show that they master the entire design trajectory, from the first informal specification of requirements by a client to the delivery and presentation of a well-documented working product. Projects are submitted by clients from either inside or outside the University. Students perform the project in groups of 3-5 students under the supervision of a teacher from the Department of Computer Science. The supervisor is also the one who assesses the process and products of the group. Project deliverables include a project proposal, a design report, a presentation and a poster.

  • Design Report

    View the full design report for this project.

Poster, Blue&GO! - Gamifying Education 2.0

Blue&GO! - Gamifying Education 2.0

Blue&GO! is a product to help gamify lectures. It is designed to be fun for both teachers and students with little to no preparation time. Gamification in education has been done before, the most famous example being Kahoot!. However, Kahoot! requires a long preparation time in advance, which is undesirable for teachers who already have a lot of preparation to do for lectures or classes. Another benefit of Blue&GO! is the use of physical buttons.

Berke Güdücü, Cato de Kruif, Jochem Groen, Mila Kasteel, Tom Smeets

CS: Design Project

The CS Design Project module is one of the two final modules of the Bachelor. In the design component of this module, students show that they master the entire design trajectory, from the first informal specification of requirements by a client to the delivery and presentation of a well-documented working product. Projects are submitted by clients from either inside or outside the University. Students perform the project in groups of 3-5 students under the supervision of a teacher from the Department of Computer Science. The supervisor is also the one who assesses the process and products of the group. Project deliverables include a project proposal, a design report, a presentation and a poster.

Design Report

View the full design report for this project.