Effect of Gamification on the Motivation of Computer Programming Students

نویسندگان

چکیده

Aim/Purpose: The purpose of this research is to examine the effect computer-assisted gamification on learning motivation computer programming students. Background: teaching-learning involves challenges that imply using environments in which student actively involved. Gamification an innovative approach allows creation game-related elements order increase levels participation, engagement, and participants. Several studies have integrated academic contexts, where generally qualitative results show remarkable effects different aspects analyzed; however, there still no consensus quantitative presented investigations. For reason, it necessary conduct more empirical better understand impact such as students’ learn. Methodology: A quasi-experimental mixed explanatory study was designed carried out a gamified tool into methodology Intro-duction course. Through literature review comparative analysis, we selected CodeGym environment suitable for integration activities Subsequently, proposed educational intervention instruments were applied characterize motivational construct by means self-report questionnaire MSLQ-Colombia survey opinion. characterizes distinctive features This instrument adapted validated Spanish based original MSLQ (Motivated Strategies Learning Questionnaire). Forty-eight students participated study, distributed two control groups one experimental group non-probabilistic convenience sampling technique. Contribution: reported through provide evidence related contribute understanding can generate Findings: obtained showed significantly increased Task Valuation. (quantitative data) confirmed found and, additionally, generated inputs other aspects: participants expressed due development practical exercises with CodeGym, they felt authentic desires learn (Orientation towards Intrinsic Goals), greater self-confidence tasks (Beliefs Control Learning), expectations achieve their goals subject (Expectations Self-Efficacy Learning). Recommendations Practitioners: good reception Computer Programming, making process pleasant favoring interest topics considered challenging. It recommended teachers area continue adopting tools support facilitate appropriation knowledge dynamic way. Recommendation Researchers: allow real However, are great trying generalize these findings. would be interesting deepen integrating longitudinal analyzed over time. Impact Society: significant ratings interest, importance, or liking programming. Additionally, All mentioned because way appropriate methodologies informed Future Research: able replicate us know long period also understand, studies, performance, learning, active participation students, among others.

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ژورنال

عنوان ژورنال: Journal of Information Technology Education

سال: 2022

ISSN: ['1547-9706', '1539-3585', '1547-9714']

DOI: https://doi.org/10.28945/4917