Exploring the Use of Unplugged Gamification on Programming Learners’ Experience

Author:

de Carvalho Barros Bezerra Gabriela1ORCID,Oliveira Wilk2ORCID,Guimarães Santos Ana Cláudia2ORCID,Hamari Juho2ORCID

Affiliation:

1. Institute of Mathematics and Computer Science, University of São Paulo, Brazil

2. Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Finland

Abstract

Despite recent high interest among researchers and practitioners in learning programming, even the most dedicated learners can struggle to find motivation for studying and practicing programming. Therefore, in recent years, several strategies ( e.g. , educational games, flipped classrooms, and visual programming languages) have been employed to increase students’ engagement in programming studies. However, despite these efforts, no approach has proven efficient enough to sufficiently motivate these learners, and the community continues to search for novel strategies to enhance programming learners’ motivation. Building upon this, our study explores the use of unplugged gamification ( i.e. , gamification implemented without digital technology) combined with challenge-based learning during a programming workshop. Using Grounded Theory methods and data collected from focus groups, we analyzed and interpreted the perceptions of 24 programming learners regarding the gamified workshop. Learners reported experiencing collaboration while learning, with some indicating increased effort to obtain rewards, while others seemed to forget about the rewards altogether. Our findings provide valuable insights for computing teachers and researchers into how unplugged gamification combined with challenge-based learning is perceived by programming learners.

Publisher

Association for Computing Machinery (ACM)

Reference97 articles.

1. The Impact of Gamification on Learning Outcomes of Computer Science Majors

2. HexArcade

3. The Bright and Dark Sides of Gamification

4. Private API Access and Functional Mocking in Automated Unit Test Generation

5. Davíð Arnarsson and Ívar Húni Jóhannesson. 2015. Improving Unit Testing Practices With the Use of Gamification. https://api.semanticscholar.org/CorpusID:55426475

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