Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses

Author:

Mellado Rafael1ORCID,Cubillos Claudio2ORCID,Vicari Rosa Maria3,Gasca-Hurtado Gloria4

Affiliation:

1. Escuela de Comercio, Pontificia Universidad Católica de Valparaíso, Valparaíso 2340025, Chile

2. Escuela de Ingeniería Informática, Pontificia Universidad Católica de Valparaíso, Valparaíso 2340025, Chile

3. Instituto de Informática, Universidade Federal do Rio Grande do Sul, Porto Alegre 90010-150, Brazil

4. Facultad de Ingenierías, Universidad de Medellín, Medellín 50026, Colombia

Abstract

This study investigates the differential effects of gamification on learning outcomes, motivation, and usability perceptions in an introductory programming course, focusing on gender differences. While gamification has shown promise for increasing student engagement in educational settings, its impact may vary across genders. An experimental study was conducted with 88 university students randomly assigned to gamified and non-gamified groups. Learning gains were assessed through pre- and post-tests, motivational factors were measured via questionnaires, and usability perceptions were evaluated using the Technology Acceptance Model (TAM) questionnaire. Results revealed that women learned significantly more than men in the non-gamified condition, while men outperformed women in the gamified condition. Furthermore, men reported higher enjoyment, usefulness, and comfort with the gamified tool than women. Interestingly, both genders indicated greater satisfaction with the non-gamified version. These findings contribute nuanced insights into how gamification impacts genders differently in programming education, suggesting that gamification may hinder women’s learning while modestly benefiting men. The study highlights the importance for practitioners to carefully consider gender dynamics when implementing gamified approaches, potentially offering customization options or blended techniques to optimize learning outcomes for all students in programming education.

Publisher

MDPI AG

Reference107 articles.

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3. Are They Learning or Playing? Moderator Conditions of Gamification’s Success in Programming Classrooms;Rodrigues;ACM Trans. Comput. Educ.,2022

4. Gender and Gender Identity Differences in Learning Styles;Severiens;Educ. Psychol.,1997

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