Gamification improves learning: Experience in a training activity of computer programming in higher education
Computer-Assisted Instruction
DOI:
10.1111/jcal.13000
Publication Date:
2024-05-10T01:39:08Z
AUTHORS (2)
ABSTRACT
Abstract Background Effective learning in computer programming courses has been a constant challenge for university teachers and become relevant competence current professionals. The literature on gamification presents mixed results, mainly due to problems instructional design inconsistency gamification. Studies with positive empirical results formative activities showing under what conditions is effective still need be included. Objectives This study aimed quantify the effects of techniques software tools that support applied data‐structures students. focused determining whether there are differences when using online exercising activities. objectives diverse complexity studied. Methods was conducted engineering students following pretest‐intervention‐posttest design. They were divided into control experimental groups, where both used bank exercises Moodle learning. group considered techniques, including points, leaderboards, badges. Results Conclusions Gamification significantly outperformed gains without Regarding complexity, increasing taxonomic did not negatively affect effects.
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