The Impact of Gamification on Learning Outcomes of Computer Science Majors

被引:32
|
作者
Ahmad, Adnan [1 ]
Zeshan, Furkh [1 ]
Khan, Muhammad Salman [1 ]
Marriam, Rutab [1 ]
Ali, Amjad [1 ]
Samreen, Alia [1 ]
机构
[1] COMSATS Univ Islamabad, Dept Comp Sci, Lahore, Pakistan
来源
ACM TRANSACTIONS ON COMPUTING EDUCATION | 2020年 / 20卷 / 02期
关键词
Computer science education; gamification; group size; higher education studies; longitudinal effect; INTRINSIC MOTIVATION; CLASSROOM; EDUCATION; LEADERBOARDS; FRAMEWORK; FEEDBACK; SUPPORT;
D O I
10.1145/3383456
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users' engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students' performance, engagement, and satisfaction. Computer science in higher education is a tough area of study and thus needs to utilize various already explored benefits of gamification. This research develops an empirical study to evaluate the effectiveness of gamification in teaching computer science in higher education. Along with the learning outcomes, the effect of group size on students' satisfaction level is also measured. Furthermore, the impact of gamification over time is analyzed throughout a semester to observe its effectiveness as a long-term learning technique. The analysis, covering both learning outcome and students' satisfaction, suggests that gamification is an effective tool to teach tough courses at higher education level; however, group size should be taken into account for optimal classroom size and better learning experience.
引用
收藏
页数:25
相关论文
共 50 条
  • [21] Impact of a Gamification Learning System on the Academic Performance of Mechanical Engineering Students
    Pamies-Vila, Rosa
    Fabregat-Sanjuan, Albert
    Puig-Ortiz, Joan
    Jordi Nebot, Lluisa
    Hernandez Fernandez, Antoni
    INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION, 2022, 38 (05) : 1434 - 1442
  • [22] Using a Gamification Tool to Support the Teaching-Learning Process in Computer Science Program
    Hermosilla, Pamela
    Valencia, Katherine
    Jamet, Erick
    SOCIAL COMPUTING AND SOCIAL MEDIA: COMMUNICATION AND SOCIAL COMMUNITIES, SCSM 2019, PT II, 2019, 11579 : 170 - 181
  • [23] A systematic review of the use of gamification in flipped learning
    Ekici, Murat
    EDUCATION AND INFORMATION TECHNOLOGIES, 2021, 26 (03) : 3327 - 3346
  • [24] Integrating Augmented Reality, Gamification, and Serious Games in Computer Science Education
    Lampropoulos, Georgios
    Keramopoulos, Euclid
    Diamantaras, Konstantinos
    Evangelidis, Georgios
    EDUCATION SCIENCES, 2023, 13 (06):
  • [25] Students as Designers of Augmented Reality: Impact on Learning and Motivation in Computer Science
    Buchner, Josef
    Kerres, Michael
    MULTIMODAL TECHNOLOGIES AND INTERACTION, 2021, 5 (08)
  • [26] Gamification: Conceptual Framework to Online Courses of Learning Computer Programming
    Piteira, Martinha
    Costa, Carlos J.
    2017 12TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI), 2017,
  • [27] Analyzing the Impact of a Gamification Approach on Primary Students' Motivation and Learning in Science Education
    Papadakis, Stamatios
    Zourmpakis, Alkinoos-Ioannis
    Kalogiannakis, Michail
    LEARNING IN THE AGE OF DIGITAL AND GREEN TRANSITION, ICL2022, VOL 1, 2023, 633 : 701 - 711
  • [28] The Affiliation between Student Achievement and Elements of Gamification in Learning Science
    Sanmugam, Mageswaran
    Abdullah, Zaleha
    Mohamed, Hasnah
    Aris, Baharuddin
    Zaid, Norasykin Mohd
    Suhadi, Salihuddin Md
    2016 4TH INTERNATIONAL CONFERENCE ON INFORMATION AND COMMUNICATION TECHNOLOGY (ICOICT), 2016,
  • [29] The impact of gamification in educational settings on student learning outcomes: a meta-analysis
    Rui Huang
    Albert D. Ritzhaupt
    Max Sommer
    Jiawen Zhu
    Anita Stephen
    Natercia Valle
    John Hampton
    Jingwei Li
    Educational Technology Research and Development, 2020, 68 : 1875 - 1901
  • [30] Design and Evaluation of Gamification Experiences in Computer Science Studies
    Rodriguez, Inmaculada
    Salamo, Maria
    Puig, Anna
    HEAD'20: 6TH INTERNATIONAL CONFERENCE ON HIGHER EDUCATION ADVANCES, 2020, : 1137 - 1145