Gamification Approach for Making Online Education as Effective as In-Person Education in Learning Programming Concepts

Author:

Abu-Hammad Rawan M.ORCID,Hamtini Thair M.ORCID

Abstract

Gamification is a contemporary concept. It is defined as using game elements such as points and badges in a nongaming environment. This paper takes a profound look at gamification methods in an academic study and comes out with a gamification approach in an attempt to make education more effective. To test the approach described in this research, an experiment was conducted by dividing 46 students in a C++ programming class at a high school into two groups; the first is In-person learning group, in which students learn through the traditional classroom method. The second group is Gamification-based group, for which the researcher designed and built a specific gamification platform by following the guidelines presented in this research study. The results analysis proved that the level of motivation and engagement in the lesson was sufficient. Furthermore, the result of the relationship analysis between variables points and the leaderboard has a strong correlation of r= -0.897 and p<0.01. Another relationship that was analyzed is Points and Concepts attempts. This relationship positively affected student motivation and quality of learning with a moderate correlation of r=0.450 and p<0.05. Regarding the questionnaire analysis results, students preferred the Leaderboard by 60.9 %, Points by 21.7 %, Levels by 13 %, and Badges by 4.3%. As for the interview conducted with teachers specialized in teaching C++, they encouraged the exploitation of the gamification approach in learning programming language concepts, and from their point of view that this approach helps to increase the motivation and engagement of students in the lesson. Further research is needed to improve this approach to learning by designing rules and guidelines to bridge the gap with other gamification approaches.

Publisher

International Association of Online Engineering (IAOE)

Subject

General Engineering,Education

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A comprehensive bibliometric review of gamified learning in higher education;Contemporary Educational Technology;2024-07-01

2. Innovative Methodological Approaches in STEAM Education: STEAM Robotics Academy, a Case of Success;2024 IEEE Latin American Electron Devices Conference (LAEDC);2024-05-08

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3