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
  • [31] Investigating the impact of gamification components on online learners' engagement
    Meng, Chen
    Zhao, Mengyuan
    Pan, Zilong
    Pan, Qianqian
    Bonk, Curtis J.
    SMART LEARNING ENVIRONMENTS, 2024, 11 (01)
  • [32] Exploring the effects of gamification on students with rote learning background while learning computer programming
    Tasadduq, Mamoona
    Khan, M. Salman
    Nawab, Rao M. A.
    Jamal, M. Hassan
    Chaudhry, M. Tayyab
    COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2021, 29 (06) : 1871 - 1891
  • [33] A virtual environment for learning computer coding using gamification and emotion recognition
    Cabada, Ramon Zatarain
    Barron Estrada, Maria Lucia
    Rios Felix, Jose Mario
    Alor Hernandez, Giner
    INTERACTIVE LEARNING ENVIRONMENTS, 2020, 28 (08) : 1048 - 1063
  • [34] GAMIFICATION SWAY ON THE STUDENTS INTRINSIC MOTIVATION WHEN IT COMES TO LEARNING SCIENCE
    Sanmugam, Mageswaran
    Zaid, Norasykin Mohd
    Mohamed, Hasnah
    Abdullah, Zaleha
    Aris, Baharuddin
    van der Meijden, Henny
    ICERI2016: 9TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION, 2016, : 7850 - 7859
  • [35] Gamification of Electronic Negotiation Training: Effects on Motivation, Behaviour and Learning
    Schmid, Andreas
    Schoop, Mareike
    GROUP DECISION AND NEGOTIATION, 2022, 31 (03) : 649 - 681
  • [36] The impact of applying challenge-based gamification program on students' learning outcomes: Academic achievement, motivation and flow
    Kaya, Omer Sami
    Ercag, Erinc
    EDUCATION AND INFORMATION TECHNOLOGIES, 2023, 28 (08) : 10053 - 10078
  • [37] Impact of Gamification on Collaborative Learning Development: A Quantitative Experimental Approach
    Maraza-Quispe, Benjamin
    Choquehuanca-Quispe, Walter
    Rosas-Iman, Victor Hugo
    Quispe-Flores, Lita Marianela
    Alcazar-Holguin, Manuel Alfredo
    Feliciano-Yucra, Giuliana
    Martinez-Lopez, Atilio Cesar
    IEEE REVISTA IBEROAMERICANA DE TECNOLOGIAS DEL APRENDIZAJE-IEEE RITA, 2024, 19 (01): : 51 - 60
  • [38] The Impact of Open Textbooks on Secondary Science Learning Outcomes
    Robinson, T. Jared
    Fischer, Lane
    Wiley, David
    Hilton, John
    EDUCATIONAL RESEARCHER, 2014, 43 (07) : 341 - 351
  • [39] Individualising Gamification: Investigating how Learning Styles Impact Upon Gamification
    Buckley, Patrick
    Doyle, Elaine
    O'Mahoney, Ava
    PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2016, : 82 - 88
  • [40] Impact of Cultural and Language Background on Learning Computer Science Concepts
    Aldmour, Ismat
    Nylen, Aletta
    2014 INTERNATIONAL CONFERENCE ON TEACHING AND LEARNING IN COMPUTING AND ENGINEERING (LATICE), 2014, : 37 - 40