2,929 research outputs found

    Personalization, Cognition, and Gamification-based Programming Language Learning: A State-of-the-Art Systematic Literature Review

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    Programming courses in computing science are important because they are often the first introduction to computer programming for many students. Many university students are overwhelmed with the information they must learn for an introductory course. The current teacher-lecturer model of learning commonly employed in university lecture halls often results in a lack of motivation and participation in learning. Personalized gamification is a pedagogical approach that combines gamification and personalized learning to motivate and engage students while addressing individual differences in learning. This approach integrates gamification and personalized learning strategies to inspire and involve students while addressing their unique learning needs and differences. A comprehensive literature search was conducted by including 81 studies that were analyzed based on their research design, intervention, outcome measures, and quality assessment. The findings suggest that personalized gamification can enhance student cognition in programming courses by improving motivation, engagement, and learning outcomes. However, the effectiveness of personalized gamification varies depending on various factors, such as the type of gamification elements used, the degree of personalization, and the characteristics of the learners. This paper provides insights into designing and implementing effective personalized gamification interventions in programming courses. The findings could inform educational practitioners and researchers in programming education about the potential benefits of personalized gamification and its implications for educational practice

    Gamifying the First Programming Class: Outcomes and Antecedents of Continued Engagement Intention

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    Gamification is applying games in non-game contexts. This study uses card game plays to gamify assessment activity in the first programming class. An experimental study with one-group and post-test are conducted to test the perceived usefulness of the gamifying evaluation method and verify the proposed research model, based on Expectation Confirmation Theory; IT Continuance Model. Students perceive the usefulness of gamifying take-home exams in terms of increasing understanding, problem solving, creativity, and confidence more than the traditional ones. This study provides empirical supports for the relationship between performance and satisfaction and the influence of satisfaction on continued engagement intention of the game plays in classroom settings. The results could be applied to relax students’ anxiety in the programming course\u27s testing

    STUDI LITERATUR PENGARUH PENGGUNAAN GAMIFIKASI DALAM PEMBELAJARAN ILMU KOMPUTER DI PERGURUAN TINGGI

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    Tingkat ketertarikan dan motivasi belajar yang rendah dalam pembelajaran adalah masalah yang umumnya terjadi di jurusan ilmu komputer karena kompleksitas dan kesulitannya untuk menguasai kompetensi dan keterampilan yang dibutuhkan sehingga berpengaruh terhadap akivitas belajar dan hasil pembelajaran mahasiswa. Salah satu metode yang dipilih adalah dengan menggunakan gamifikasi karena dari survei yang dilakukan oleh Butler S menunjukkan 85% mahasiswa merasa jika belajar lebih seperti permainan, mereka akan lebih termotivasi untuk belajar. Studi literatur kemudian dilakukan mengunakan metode Systematic Literature Review untuk mengetahui pengaruh penggunaan gamifikasi dalam pembelajaran ilmu komputer di perguruan tinggi. Dari analisis yang telah dilakukan terhadap 10 jurnal relevan menunjukkan penggunaan gamifikasi dalam pembelajaran ilmu komputer memberikan dampak yang positif terhadap aktivitas maupun hasil belajar mahasiswa. Berdasarkan pada hasil studi literatur ini, dapat disimpulkan penggunaan gamifikasi dalam pembelajaran ilmu komputer dapat meningkatkan keterlibatan, motivasi maupun hasil belajar mahasiswa

    FGPE+: the mobile FGPE environment and the Pareto-optimized gamified programming exercise selection model - an empirical evaluation

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    This paper is poised to inform educators, policy makers and software developers about the untapped potential of PWAs in creating engaging, effective, and personalized learning experiences in the field of programming education. We aim to address a significant gap in the current understanding of the potential advantages and underutilisation of Progressive Web Applications (PWAs) within the education sector, specifically for programming education. Despite the evident lack of recognition of PWAs in this arena, we present an innovative approach through the Framework for Gamification in Programming Education (FGPE). This framework takes advantage of the ubiquity and ease of use of PWAs, integrating it with a Pareto optimized gamified programming exercise selection model ensuring personalized adaptive learning experiences by dynamically adjusting the complexity, content, and feedback of gamified exercises in response to the learners’ ongoing progress and performance. This study examines the mobile user experience of the FGPE PLE in different countries, namely Poland and Lithuania, providing novel insights into its applicability and efficiency. Our results demonstrate that combining advanced adaptive algorithms with the convenience of mobile technology has the potential to revolutionize programming education. The FGPE+ course group outperformed the Moodle group in terms of the average perceived knowledge (M = 4.11, SD = 0.51).info:eu-repo/semantics/publishedVersio

    Gamified Coding Platforms and Student Motivation: An Investigation into Motivation and Academic Performance in Computer Programming Students

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    Students taking computer programming classes face several serious challenges: learning the syntax, problem solving, and interacting with new interfaces. In order to meet these challenges, instructors have been using Gamified Coding Platforms such as Codewars.com which offer students the opportunity to gain points, see other solutions, and practice in an online environment without the need to install extra software. The study seeks to build a psychological profile of students by measuring their intrinsic motivations along with their extrinsic motivations in the computer programming classroom. The surveys used for the intrinsic and extrinsic measures are based on the self-determination theory, which is also often used in the study of gamification. Additionally, students were questioned about goal setting, their perceptions of their instructor, and demographic questions. The dependent variable in question was the level of student engagement, which was based on the National Survey of Student Engagement. The initial pilot study involved 74 participants and the main study involved 159 completed student responses. A linear regression model was completed to examine the direct effects of the predictors on the dependent variable. Two components of intrinsic motivation: perceived competence and a greater desire to experience stimulation had a positive effect on student engagement. Additionally, students who perceived a greater instructor investment in their lives had a significant effect on student engagement. The study highlights the importance of the role of the instructor and intrinsic motivations to encourage student engagement. The insights from the study can be used to increase student engagement by encouraging instructors to show a greater interest in their students studying computer programming

    Study of the impact of social learning and gamification methodologies on learning results in higher education

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    In this work, as the last step of a longitudinal study of the impact of so- cial learning and gamification methodologies on learning results in higher education, we have recorded the activity in a software platform based on Moodle, especially built for encouraging online participation of the stu- dents to design, carry out and evaluate a set of learning tasks and games, during two consecutive editions of an undergraduate course. Our aim is to confirm the relationships of the patterns of accomplishment of the gam- ified activities and the network structure of the social graphs associated to the online forums with knowledge adquisition and final outcomes. For this purpose we have offered two learning paths, traditional and novel, to our students. We have identified course variables that quantitatively explain the improvements reported when using the innovative methodolo- gies integrated in the course design, and we have applied techniques from the social network analysis (SNA) and the machine learning/deep learn- ing (ML/DL) domains to conduct success/failure classification methods finding that, generally, very good results are obtained when an ensemble approach is used, that is, when we blend the predictions made by different classifiers. The proposed methodology can be used over reduced datasets and variable time windows for having early estimates that allow pedagog- ical interventions. Finally, we have applied other statistical tests to our datasets, that confirm the influence of learning path on learning results

    METODE GAMIFICATION PADA PEMROGRAMAN DASAR TEKNIK KOMPUTER DAN INFORMATIKA DI SEKOLAH MENENGAH KEJURUAN

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    Ketertarikan dan motivasi siswa dalam mengikuti pembelajaran pemrograman dasar merupakan faktor yang dapat mempengaruhi hasil belajar. Proses pembelajaran yang secara monoton dengan metode ceramah membuat siswa merasa bosan dan kehilangan minat dalam mengikuti pembelajaran. Namun, pemilihan metode pembelajaran yang tepat dapat meningkatkan kertertarikan dan motivasi siswa. Dalam penelitian ini, kami mengunakan metode Systematic Literature Review (SLR) untuk menjabarkan penerapan metode gamifikasi dalam proses pembelajaran pemrograman dasar yang bertujuan meningkatkan ketertarikan dan motivasi belajar siswa. Hasil dari review 15 jurnal menunjukkan bahwa : 13 jurnal menjabarkan penerapan metode gamifikasi dalam pembelajaran berbasis e-learning. Elemen gamifikasi yang dapat diterapkan dalam media e-learning seperti : lencana (14 jurnal), poin (14 jurnal), tantangan (13 jurnal), papan peringkat (12 jurnal), level (10 jurnal), progress bar (7 jurnal), profil (4 jurnal), dan feedback (4 jurnal). Berdasarkan pada hasil penelitian, dapat disimpulkan bahwa penggunaan media e-learning yang terdapat elemen gamifikasi dalam proses pembelajaran dapat meningkatkan minat dan motivasi belajar

    Introductory programming: a systematic literature review

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    As computing becomes a mainstream discipline embedded in the school curriculum and acts as an enabler for an increasing range of academic disciplines in higher education, the literature on introductory programming is growing. Although there have been several reviews that focus on specific aspects of introductory programming, there has been no broad overview of the literature exploring recent trends across the breadth of introductory programming. This paper is the report of an ITiCSE working group that conducted a systematic review in order to gain an overview of the introductory programming literature. Partitioning the literature into papers addressing the student, teaching, the curriculum, and assessment, we explore trends, highlight advances in knowledge over the past 15 years, and indicate possible directions for future research

    A Review on Gamification in e-learning: Effects and Challenges

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    Information technology has brought us a great deal of technological advancement, opening up endless possibilities for distance education. E-Learning platforms make it possible to connect people around the globe. Using the various technologies that are available, Gamification enhances the performance of e-learning platforms. Gamification of e-learning platforms helps in providing an engaging learning experience for users of all ages. Applying gamification in a non-gaming environment motivates students and also keeps them engaged in learning. This paper summarizes various game elements such as points, leader boards, badges, provided to the users for better e-learning experience by gamifying the environment and discussing the impact of gamification

    Understanding How to Diversify the Cybersecurity Workforce: A Qualitative Analysis

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    A robust cybersecurity workforce is critical for protection against a range of malicious attacks. However, it has been noted that there are many vacancies and a shortage of individuals entering the cybersecurity workforce. This workforce shortage has partly been attributed to the lack of diversity in the cybersecurity field, with women, African Americans, and Hispanics remaining underrepresented in educational and professional settings. Using a qualitative approach, this work sought to investigate what led underrepresented minorities currently involved in cybersecurity to the industry, with the goal of determining methods to attract and diversify the workforce. A thematic analysis was conducted using data collected during interviews with 23 participants including underrepresented minority students, underrepresented minority professionals, college instructors, and a high school administrator. The interview questions aimed to address (a) what attracted minorities to the field, (b) how they overcame educational and professional roadblocks, (c) how they built non-technical knowledge, skills, and attitudes, and (d) how they maintained engagement. Findings revealed 17 themes that were related to characteristics of (a) the learner, (b) the instruction, and (c) the environment. Based on these findings, recommendations are presented to illustrate how these themes can be implemented by instructors with the goal of increasing the participation and involvement of underrepresented minorities and fostering diversity in the cybersecurity field
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