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...
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2022
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my.utm.1046372024-02-21T08:45:39Z http://eprints.utm.my/104637/ Gamification’s effect on learning and engagement in programming course among non-major computer science students. Md. Noor, Norah Palaniappan, Kavitha Abd. Razak, Asmahan Mohd. Din, Haniza Q Science (General) TK7885-7895 Computer engineer. Computer hardware 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. Penerbit UTM Press 2022-12-15 Article PeerReviewed application/pdf en http://eprints.utm.my/104637/1/NorahMdNoorAsmahanAbdRazakHanizaMohdDin2022_GamificationsEffectonLearningandEngagement.pdf Md. Noor, Norah and Palaniappan, Kavitha and Abd. Razak, Asmahan and Mohd. Din, Haniza (2022) Gamification’s effect on learning and engagement in programming course among non-major computer science students. Sains Humanika, 14 (3-2). pp. 37-43. ISSN 2289-6996 https://sainshumanika.utm.my/index.php/sainshumanika/article/view/2017 NA |
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Q Science (General) TK7885-7895 Computer engineer. Computer hardware Md. Noor, Norah Palaniappan, Kavitha Abd. Razak, Asmahan Mohd. Din, Haniza Gamification’s effect on learning and engagement in programming course among non-major computer science students. |
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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. |
format |
Article |
author |
Md. Noor, Norah Palaniappan, Kavitha Abd. Razak, Asmahan Mohd. Din, Haniza |
author_facet |
Md. Noor, Norah Palaniappan, Kavitha Abd. Razak, Asmahan Mohd. Din, Haniza |
author_sort |
Md. Noor, Norah |
title |
Gamification’s effect on learning and engagement in programming course among non-major computer science students. |
title_short |
Gamification’s effect on learning and engagement in programming course among non-major computer science students. |
title_full |
Gamification’s effect on learning and engagement in programming course among non-major computer science students. |
title_fullStr |
Gamification’s effect on learning and engagement in programming course among non-major computer science students. |
title_full_unstemmed |
Gamification’s effect on learning and engagement in programming course among non-major computer science students. |
title_sort |
gamification’s effect on learning and engagement in programming course among non-major computer science students. |
publisher |
Penerbit UTM Press |
publishDate |
2022 |
url |
http://eprints.utm.my/104637/1/NorahMdNoorAsmahanAbdRazakHanizaMohdDin2022_GamificationsEffectonLearningandEngagement.pdf http://eprints.utm.my/104637/ https://sainshumanika.utm.my/index.php/sainshumanika/article/view/2017 |
_version_ |
1792147909740855296 |
score |
13.252575 |