Gamification improves learning: Experience in a training activity of computer programming in higher education

被引:1
|
作者
Mellado, Rafael [1 ]
Cubillos, Claudio [2 ]
机构
[1] Pontificia Univ Catolica Valparaiso, Escuela Comercio, Valparaiso, Chile
[2] Pontificia Univ Catolica Valparaiso, Escuela Ingn Informat, Valparaiso, Chile
关键词
data structures; educational software; gamification; task complexity; INTRINSIC MOTIVATION; COMPLEXITY; CLASSROOM; FEEDBACK; IMPACT; HETEROGENEITY; ACHIEVEMENT; PERFORMANCE; ENGAGEMENT; QUALITY;
D O I
10.1111/jcal.13000
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
BackgroundEffective learning in computer programming courses has been a constant challenge for university teachers and has become a relevant competence for current professionals. The literature on gamification in learning presents mixed results, mainly due to problems in instructional design and inconsistency in gamification. Studies with positive empirical results on computer programming formative activities and showing under what conditions gamification is effective still need to be included.ObjectivesThis study aimed to quantify the effects of gamification techniques in software tools that support computer programming learning applied to data-structures university students. The study focused on determining whether there are differences in learning when using gamification techniques in online exercising formative activities. The effects of gamification on learning objectives with diverse complexity are studied.MethodsThe study was conducted on computer engineering university students following a pretest-intervention-posttest design. They were divided into control and experimental groups, where both used a bank of exercises in Moodle to support learning. The experimental group considered gamification techniques, including points, leaderboards, and badges.Results and ConclusionsGamification techniques significantly outperformed in learning gains in exercising activities without gamification. Regarding learning complexity, increasing taxonomic complexity did not negatively affect gamification learning effects. What is currently known about the subject matter? Gamification has been explored as a strategy to enhance learning motivation in various educational contexts, including computer programming Literature shows mixed quantitative results on learning improvements under gamification. Few studies cover formative exercises, deal with computer programming tasks, or use a LMS like Moodle. Lack of literature exploring the conditions for effective gamification use, and involving learning objective complexity.What does this paper add to the existing body of research? Quantifies the impact of gamification techniques on learning outcomes, specifically focusing on computer-programming in university. Provides empirical evidence on gamification significantly improving learning gains compared to non-gamified data-structures exercises Gamification is effective in tasks of diverse levels of taxonomic complexity, with consistent effectiveness regardless of learning difficulty.Implications of study findings for practitioners Gamification techniques, can be used in higher education to enhance student engagement and learning outcomes in computer programming The gamification information (e.g. points and ranking) do not require an automatic update, can be processed manually and published daily. It is effective to use gamification for learning tasks of medium-high difficulty in Moodle on computer programming topics. It is key a thoughtful instructional design when applying gamification, ensuring alignment with learning objectives and task complexity.
引用
收藏
页码:1959 / 1973
页数:15
相关论文
共 50 条
  • [1] Gamification as Learning Scenario in Programming Course of Higher Education
    Rojas-Lopez, Arturo
    Rincon-Flores, Elvira G.
    [J]. LEARNING AND COLLABORATION TECHNOLOGIES: LEARNING AND TEACHING, LCT 2018, PT II, 2018, 10925 : 200 - 210
  • [2] Gamification in Higher Education: Learning Computer Science with an Escape Room
    Velazquez-Garcia, Lydia
    Cedillo-Hernandez, Antonio
    Cendejas-Castro, Eduardo A.
    [J]. PROCEEDINGS OF THE 15TH INTERNATIONAL CONFERENCE ON EDUCATION TECHNOLOGY AND COMPUTERS, ICETC 2023, 2023, : 72 - 77
  • [3] LEARNING COMPUTER PROGRAMMING: THE ROLE OF GAMIFICATION
    Pinto, Mario
    [J]. EDULEARN18: 10TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2018, : 9492 - 9497
  • [4] The Pedagogical Use of Gamification in English Vocabulary Training and Learning in Higher Education
    Panmei, Benjamin
    Waluyo, Budi
    [J]. EDUCATION SCIENCES, 2023, 13 (01):
  • [5] GAMIFICATION IN HIGHER EDUCATION - POLISH EXPERIENCE
    Zdonek, Iwona
    [J]. 12TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED), 2018, : 5544 - 5548
  • [6] GAMIFICATION AND EXPERIENCE OF USING COMPUTER GAMES IN TEACHING PHILOSOPHY IN TECHNICAL INSTITUTIONS OF HIGHER EDUCATION
    Rybka, Nataliia M.
    [J]. INFORMATION TECHNOLOGIES AND LEARNING TOOLS, 2018, 67 (05) : 213 - 225
  • [7] GAMIFICATION IN HIGHER EDUCATION: EXPERIENCE OF POLAND AND UKRAINE
    Glowacki, Jakub
    Kriukova, Yelizaveta
    Avshenyuk, Nataliya
    [J]. ADVANCED EDUCATION, 2018, (10) : 105 - 110
  • [8] GAMIFICATION AS AN ELEMENT OF ACTIVE LEARNING IN HIGHER EDUCATION
    Sosniuk, Oleh
    Ostapenko, Iryna
    [J]. DISCO 2016: TOWARDS OPEN EDUCATION AND INFORMATION SOCIETY, 2016, : 72 - 77
  • [9] Gamification and deep learning approaches in higher education
    Aguiar-Castillo, Lidia
    Clavijo-Rodriguez, Alberto
    Hernandez-Lopez, Lidia
    De Saa-Perez, Petra
    Perez-Jimenez, Rafael
    [J]. JOURNAL OF HOSPITALITY LEISURE SPORT & TOURISM EDUCATION, 2021, 29
  • [10] THE ROLE OF GAMIFICATION IN LANGUAGE LEARNING IN HIGHER EDUCATION
    Ivanjko, Tomislav
    Pavlina, Kresimir
    Grubjesic, Iva
    [J]. 14TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2020), 2020, : 4926 - 4932