About Gamifying an Emotional Learning Companion to Teach Programming to Primary Education Students

Author:

Ocaña J.M.1,Morales-Urrutia E.K.2,Pérez-Marín D.3ORCID,Pizarro C.4

Affiliation:

1. Faculty of Administration and Business, Universidad Indoamerica, Ecuador

2. Faculty of Design and Architecture, Universidad Técnica de Ambato, Ecuador

3. Faculty of Computer Science Engineering, Universidad Rey Juan Carlos, Spain

4. Faculty of Experimental Sciences and Technology, Universidad Rey Juan Carlos, Spain

Abstract

Background Gamification is a promising field of research that can benefit education. In particular, it can benefit teaching programming to children. Emotional Learning Companions (ELCs) are interactive systems that dialogue with the students as well as provide them with emotional support. Intervention The design of ELCs was extended with gamification to teach programming to Primary Education children. Riddles, levels, badges, and a leader board with trophies among other traditional gamification elements were incorporated into the learning companion, as well as game mechanics, aesthetics and connection with the players (students) to increase their learning, motivation and satisfaction levels. Methods A pre-post test single group experimental research design was followed to test the proposal. In total, 137 students aged between 10 and 12 years used the gamified learning companion during an academic year in Ecuador. Results The results showed a significant increase in students’ learning scores as well as satisfaction and motivation levels above 90%. Conclusion Therefore, the conclusion is that gamifying ELCs to teach programming in Primary Education can improve students’ learning scores, satisfaction, and motivation levels.

Funder

ConsejerÃ&z.hfl;Â-a de EducaciÃ&z.hfl;Ân, Juventud y Deporte, Comunidad de Madrid

Universidad Rey Juan Carlos

Publisher

SAGE Publications

Subject

Computer Science Applications,General Social Sciences

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