Rising enrollment in university computer science (CS) programs has heightened interest in CS education strategies that improve student engagement with course material and accommodate students who desire to innovate upon course concepts. To this end, we propose the idea of integrating competitions as opportunities for learning in university programming education, with the aim of leveraging gamification, competition, and automation to engage students. In this experience report, we present our implementation of an optional adversarial competition as an extension to an online, graduate-level artificial intelligence (AI) course with 949 students, of which 174 participated. We design an automated platform with graphical elements and scheduled matchmaking to provide live feedback, help students visualize assignment results, and evaluate their AI's performance with respect to their classmates. After the competition, participants and nonparticipants completed questionnaires to gauge perceptions of learning, satisfaction with the competition, and reasons for participating or not participating. Statistical analyses on responses revealed relationships between time invested in the competition and positive perceptions of learning, as well as between age and participation. This work seeks to apply a live competition to core university programming curriculum at scale, identify traits in both participants' backgrounds and the competition which would lead to increased retention or attrition, and provide an entry point for further exploration into developing integrated competitive co-curricular activities in computing education at scale.
http://orcid.org/0000-0002-3024-1257
Georgia Institute of Technology
[biography]
The full paper will be available to logged in and registered conference attendees once the conference starts on June 21, 2026, and to all visitors after the conference ends on June 24, 2026