2022
DOI: 10.1007/978-3-031-19958-5_44
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An Empirical Study of Long-Term Effects of Applying Gamification Principles to an Introductory Programming Courses on a University Level

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Cited by 3 publications
(3 citation statements)
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“…Regarding empirical investigations in introductory programming, Imran [81] investigated different levels of gamification, and confirmed that the gamification level was a significant determinant of motivation and performance, but not engagement. Similarly, Kučak et al [82] identified that students lectured using gamification elements performed significantly better. Following the gamification principles, our CS1 course design stimulates students to earn credit points for non-mandatory tasks and programming challenges, for participating in experiments, and for course presence.…”
Section: Hypothesesmentioning
confidence: 94%
“…Regarding empirical investigations in introductory programming, Imran [81] investigated different levels of gamification, and confirmed that the gamification level was a significant determinant of motivation and performance, but not engagement. Similarly, Kučak et al [82] identified that students lectured using gamification elements performed significantly better. Following the gamification principles, our CS1 course design stimulates students to earn credit points for non-mandatory tasks and programming challenges, for participating in experiments, and for course presence.…”
Section: Hypothesesmentioning
confidence: 94%
“…Technical limitations, accessibility, and digital fragmentation are concerns that need addressing. Furthermore, there is a need for more empirical research to understand the long-term impacts of this technological synergy on various demographic groups, starting with the educational context [39].…”
Section: Practical Considerationsmentioning
confidence: 99%
“…Kao drugi primjer, 'dizajn razmišljanje' uvodi praktično rješavanje problema koje studenta stavlja u središte problema, često dovodeći do diferencijacije, pa čak i inovacije (Pap, Vdović, Baletić, 2019). Nadalje, primjena načela igrifikacije u nastavi pokazala je vrlo dobre rezultate (Kučak, Bele, Pašić, 2021) jer "igrifikacija koristi mehaniku igre za transformaciju iskustva učenja u igru, dok učenje temeljeno na igricama integrira igre u proces učenja" (Kučak, Pašić, Mršić, 2022). Naposljetku, mnoga su istraživanja dokazala da projektna nastava potiče aktivnost i zadovoljstvo učenika što može povećati uspjeh studenata (Kerić i sur., 2017).…”
Section: Uvodunclassified