Gamification’s effect on learning and engagement in programming course among non-major computer science students.

In this quasi-experimental research design with non-equivalent groups, the gamification method was used in the teaching delivery of a computer programming course among non-major computer science students. The gamification technique incorporates all game elements, including points, leaderboards, obst...

全面介紹

Saved in:
書目詳細資料
Main Authors: Md. Noor, Norah, Palaniappan, Kavitha, Abd. Razak, Asmahan, Mohd. Din, Haniza
格式: Article
語言:English
出版: Penerbit UTM Press 2022
主題:
在線閱讀:http://eprints.utm.my/104637/1/NorahMdNoorAsmahanAbdRazakHanizaMohdDin2022_GamificationsEffectonLearningandEngagement.pdf
http://eprints.utm.my/104637/
https://sainshumanika.utm.my/index.php/sainshumanika/article/view/2017
標簽: 添加標簽
沒有標簽, 成為第一個標記此記錄!
實物特徵
總結:In this quasi-experimental research design with non-equivalent groups, the gamification method was used in the teaching delivery of a computer programming course among non-major computer science students. The gamification technique incorporates all game elements, including points, leaderboards, obstacles, and badges. We contrasted the gamified course (Section 02) with its non-gamified equivalent to determine how gamification impacts learner engagement and performance (Section 01). The experiment was conducted among first-year students in one public university's Pre-Service Teacher programme during the second half of the first semester of the academic year 2019–2020. Although there was no discernible difference in academic achievement between the experimental and control groups, the engagement results were encouraging, and students gave them positive feedback.