AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE

Author:

Layth Khaleel FirasORCID,Sahari Ashaari Noraidah,Tengku Wook Tengku Siti Meriam

Abstract

Computer science novice students find it hard to learn and master programming language subjects. In previous work, an investigation was done to confirm this assumption. The finding showed that students experienced ineffective learning, lacked interest towards this course, and lacked motivation. Previous studies have shown that applying Gamification elements in websites engages users. Gamification refers to the use of game elements in a non-game context in order to increase engagement between human and computer. In priory, a gamification-based learning website for programming language course was developed. This study aimed to measure the effectiveness and motivation level of using a Gamification website for programming language learning for first year students. Quantitative research approach was used. The effectiveness of the gamification website was tested using Quasi experiment. Student motivation was measured using ARCS motivation model. The findings showed that there were significant differences in the overall results of student performance (effectiveness and motivation) between the experimental and control groups.

Publisher

Penerbit UTM Press

Subject

General Engineering

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. Gamification improves learning: Experience in a training activity of computer programming in higher education;Journal of Computer Assisted Learning;2024-05-09

2. The Usability of P2P-FLIP Framework for Teaching Programming via Flipped Classroom;2023 International Conference on Electrical Engineering and Informatics (ICEEI);2023-10-10

3. Gamification of e-learning in higher education: a systematic literature review;Smart Learning Environments;2023-01-31

4. Gamification Research;Research Anthology on Game Design, Development, Usage, and Social Impact;2022-10-07

5. Assessing Usability of Learning Experience Prototype;International Journal of Emerging Technologies in Learning (iJET);2022-05-10

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