From Hiscore to High Marks: Empirical Study of Teaching Programming Through Gamification

被引:0
|
作者
Fotaris, Panagiotis [1 ]
Mastoras, Theodoros [2 ]
Leinfellner, Richard [1 ]
Rosunally, Yasmine [3 ]
机构
[1] Univ E London, London E15 4LZ, England
[2] Univ Macedonia, Thessaloniki, Greece
[3] Univ West London, London, England
关键词
gamification; game-based learning; learning and teaching; technology enhanced learning; virtual learning environment; classroom response system;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Unlike conventional taught learning, video games are very successful at keeping players constantly motivated and engaged on a set of tasks for many hours without apparent loss of focus. Additionally, when playing, gamers solve complex problems without experiencing the fatigue or frustration, which would normally accompany a comparable learning task. Any methods able to deliver deep learner engagement are naturally of interest to the academic community, thus resulting in an increasing interest in adopting gamification - the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios - as a means to drive student engagement and improve information retention. However, its application to education has been a challenging task, as attempts have generally been restricted to a one-dimensional approach, such as transposing a trivial reward system onto existing teaching material. The empirical evidence presented in this paper suggests that a gamified, multi-dimensional, problem-based learning approach may yield improved outcomes even when applied to a very complex and traditionally dry task like the teaching of computer programming. This quasi-experimental study employed a real time sequence of scored quizzes, instructor feedback, and live coding to deliver a fully interactive learning experience. By using a combination of the classroom version of the TV game show "Who Wants To Be A Millionaire?", the "Kahoot!" Classroom Response System (CRS), and Codecademy's online interactive platform on a Python programming course, students were allowed to experience multiple interlocking methods similar to what would be found in a top quality game experience. Empirical data on learning outcomes from the gamified group were compared with a control group that followed a traditional learning path, which had been used during previous cohorts. Whilst this was a relatively small study, the results were quite interesting in a number of key metrics, including attendance, downloading of course material, and final grades.
引用
收藏
页码:186 / 194
页数:9
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