Proceedings of the 50th ACM Technical Symposium on Computer Science Education 2019
DOI: 10.1145/3287324.3287367
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Analyzing Gamification Impact on a Mastery Learning Introductory Programming Course

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Cited by 25 publications
(11 citation statements)
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References 26 publications
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“…Gamification in learning mediates student engagement and motivation to action so that they can learn and can solve problems (Khaleel et al, 2017;Sousa Borges et al, 2014). The integration of gamification in programming courses has been seen as an opportunity to maximize student engagement and positively impact learning by making use of interest, excitement, and fun mechanisms that lead to an increase in the level of student engagement and motivation (S. Azmi et al, 2017;de Pontes et al, 2019;Lindberg et al, 2018). In the study by Shahdatunnaim et al (2015), the authors categorized gamification activities in courses related to computer programming, as follows: gamifying the learning activity, gamifying the social activity, and gamifying the assessment activity.…”
Section: Gamification In Learningmentioning
confidence: 99%
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“…Gamification in learning mediates student engagement and motivation to action so that they can learn and can solve problems (Khaleel et al, 2017;Sousa Borges et al, 2014). The integration of gamification in programming courses has been seen as an opportunity to maximize student engagement and positively impact learning by making use of interest, excitement, and fun mechanisms that lead to an increase in the level of student engagement and motivation (S. Azmi et al, 2017;de Pontes et al, 2019;Lindberg et al, 2018). In the study by Shahdatunnaim et al (2015), the authors categorized gamification activities in courses related to computer programming, as follows: gamifying the learning activity, gamifying the social activity, and gamifying the assessment activity.…”
Section: Gamification In Learningmentioning
confidence: 99%
“…Several authors have mentioned the importance of didactic tools, teaching strategies, and learning environments used in these courses due to the influence that these can generate in the perceptions of difficulty related to computer programming (Amro & Romli, 2019;. For example, some researchers have found that game-based learning environments provide significant benefits because they help to enhance students' motivation for learning, participation, and engagement (de Pontes et al, 2019;Sprint & Cook, 2015;Talingdan & Llanda, 2019). These types of teaching approaches, as well as their effects, are especially important in courses that require a high level of cognitive engagement such as computer programming (Ubaidullah et al, 2019).…”
Section: Introductionmentioning
confidence: 99%
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“…Motivational possibilities have been widely used in many fields, such as business (Alcivar & Abad, 2016;Xi & Hamari, 2020), logistics (Warmelink et al, 2020), crowdsourcing (Morschheuser et al, 2017;Mason et al, 2012), retail (Poncin et al, 2017), innovation (Leclercq et al, 2017), healthcare (Hammedi et al, 2017;Johnson, D. et al, 2016;Cafazzo et al, 2012), banking (Rodrigues et al, 2016), mobile marketing (Hofacker et al, 2016;Souiden et al, 2019), human resource management (Kim, 2018) and education (de Pontes et al, 2019;Dichev & Dicheva, 2017;Dicheva et al, 2019;Fraser et al, 2019;Hanus, & Fox, 2015;Koivisto, & Hamari, 2019;Majuri et al, 2018;Osatuyi et al, 2018;Seaborn & Fels, 2015). Furthermore, gamification has been used in many contexts related to education, at different educational levels: from primary school to higher education (Caponetto et al, 2014); higher education, training and tutorials, languages, elementary education, and lifelong education (de Sousa Borges et al, 2014); higher education and training Dicheva et al, 2015); K-6 level (Simões et al, 2013).…”
Section: Previous Studiesmentioning
confidence: 99%
“…In recent years, gamification has gained great popularity thanks to its ability to influence participant behaviors in applying its methods in the most diverse contexts [16,17]. Interest grew exponentially as gamification was introduced in various aspects of life, such as health management, work, education, and training habits among various areas [18][19][20][21][22][23][24]. Little by little, consumers have come to expect that most of the systems they use are gamified in one way or another [20,25].…”
Section: Gamificationmentioning
confidence: 99%