Are They Learning or Playing? Moderator Conditions of Gamification’s Success in Programming Classrooms

Author:

Rodrigues Luiz1ORCID,Pereira Filipe2,Toda Armando3,Palomino Paula4,Oliveira Wilk5,Pessoa Marcela6,Carvalho Leandro7,Oliveira David7,Oliveira Elaine7,Cristea Alexandra8,Isotani Seiji1

Affiliation:

1. University of São Paulo, São Carlos - SP, Brazil

2. Federal University of Roraima, Brazil and Durham University, Boa Vista - RR, Brazil, United Kingdom

3. University of São Paulo, São Carlos - SP, Brazil and Durham University, United Kingdom

4. University of São Paulo, São Carlos - SP, Brazil and University of Waterloo, Canada

5. University of São Paulo, São Carlos - SP, Brazil and Tampere University, Finland

6. Amazonas State University, Brazil, and Federal University of Amazonas, Boca do Acre - AM, Brazil

7. Federal University of Amazonas, Manaus - AM, Brazil

8. Durham University, Durham, United Kingdom

Abstract

Students face several difficulties in introductory programming courses (CS1), often leading to high dropout rates, student demotivation, and lack of interest. The literature has indicated that the adequate use of gamification might improve learning in several domains, including CS1. However, the understanding of which (and how) factors influence gamification’s success, especially for CS1 education, is lacking. Thus, there is a clear need to shed light on pre-determinants of gamification’s impact. To tackle this gap, we investigate how user and contextual factors influence gamification’s effect on CS1 students through a quasi-experimental retrospective study (\( N = 399 \)), based on a between-subject design (conditions: gamified or non-gamified) in terms of final grade (academic achievement) and the number of programming assignments completed in an educational system (i.e., how much they practiced). Then, we evaluate whether and how user and contextual characteristics (e.g., age, gender, major, programming experience, working situation, internet access, and computer access/sharing) moderate that effect. Our findings indicate that gamification amplified to some extent the impact of practicing. Overall, students practicing in the gamified version presented higher academic achievement than those practicing the same amount in the non-gamified version. Intriguingly, those in the gamified version that practiced much more extensively than the average showed lower academic achievements than those who practiced comparable amounts in the non-gamified version. Furthermore, our results reveal gender as the only statistically significant moderator of gamification’s effect: in our data, it was positive for females but non-significant for males. These findings suggest which (and how) personal and contextual factors moderate gamification’s effects, indicate the need to further understand and examine context’s role, and show that gamification must be cautiously designed to prevent students from playing instead of learning.

Funder

Brazilian National Council for Scientific and Technological Development

Coordination for the Improvement of Higher Education Personnel

São Paulo State Research Support Foundation

Publisher

Association for Computing Machinery (ACM)

Subject

Education,General Computer Science

Cited by 9 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. Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses;Applied Sciences;2024-09-05

2. Exploring the Use of Unplugged Gamification on Programming Learners’ Experience;ACM Transactions on Computing Education;2024-08-02

3. Análise da Trajetória dos Egressos do Introcomp no Ensino Superior;Anais do XXXII Workshop sobre Educação em Computação (WEI 2024);2024-07-21

4. Tailoring Gamified Educational Systems to Users and Context;Anais Estendidos do IV Simpósio Brasileiro de Educação em Computação (EDUCOMP Estendido 2024);2024-04-22

5. A Journey to Identify Users' Classification Strategies to Customize Game-Based and Gamified Learning Environments;IEEE Transactions on Learning Technologies;2024

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