Influence of Gamification on the Commitment of the Students of a Programming Course: A Case Study

Author:

Calles-Esteban Francisco1ORCID,Hellín Carlos J.1ORCID,Tayebi Abdelhamid12ORCID,Liu Hanli1ORCID,López-Benítez Miguel2ORCID,Gómez Josefa12ORCID

Affiliation:

1. Computer Science Department, University of Alcala, 28801 Alcala de Henares, Spain

2. Department of Electrical Engineering and Electronics, University of Liverpool, Liverpool L69 3GJ, UK

Abstract

In the realm of programming education, enhancing student commitment is pivotal for both academic success and practical application. Traditional methodologies often fall short in catering to the evolving needs of today’s learners. Addressing this gap, this paper introduces a web-based gamified tool designed to transform the pedagogical approach in programming courses. The study’s theoretical contribution lies in its exploration of gamification as a strategy to augment student commitment, bridging the divide between conventional teaching and contemporary learning needs. From a practical standpoint, empirical data encompassing performance metrics, dropout rates, and student feedback demonstrate the tool’s significant positive impact. Notably, students exhibited improved pass rates and reduced dropout tendencies, underscoring the tool’s practical efficacy. Furthermore, feedback highlighted the tool’s usability and the enhanced satisfaction derived from its engagement. Aligned with the existing literature, the findings advocate for the broader adoption of gamification in programming education. This research substantiates the potential of gamification as both a theoretical model and a practical strategy, enriching the discourse on modern programming education.

Funder

University of Alcala

Comunidad de Madrid

Publisher

MDPI AG

Reference26 articles.

1. Analysis on the Lack of Motivation and Dropout in Engineering Students in Spain;Tayebi;IEEE Access,2021

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4. Evaluation of Perception of Use of a Gamified Platform from the Student Perspective: An Approach for Studying Unified Modeling Language;Feichas;Inform. Educ.,2023

5. Teachers’ and Students’ Perception of Gamification in Online Tertiary Education Classrooms during the Pandemic;Chan;SN Comput. Sci.,2022

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