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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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
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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
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spelling 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
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
language English
topic Q Science (General)
TK7885-7895 Computer engineer. Computer hardware
spellingShingle 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.
description 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