Gamification is the use of game elements in non-game context to increase engagement. One of the most important challenges in the last decade is to keep students engaged with the content while modernizing the education tools. E-learning systems are suitable to apply gamification techniques to increase student engagement. This work introduces a self-paced e-learning platform for entry level Computer Science courses. Python is chosen since it is suitable for first year courses. Platform has modules for self-paced learning, labwork, assignment, and management. It is implemented as a highly scalable web application with resources stored in the cloud. Course was tested with group of students submitting assignments and studying for their exam.
Gamification, E-Learning, Education