2015 IEEE Frontiers in Education Conference (FIE) 2015
DOI: 10.1109/fie.2015.7344135
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Playing and learning with gamification: An in-class concurrent and distributed programming activity

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Cited by 11 publications
(6 citation statements)
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“…Similarly, Ibanez, Di-Serio, and Delgado-Kloos (2014) found that gamified learning activities were associated with a moderate improvement in learning outcomes in a college course focused on teaching the C-programming language. Other studies of gamification in undergraduate courses have found similar positive effects on student performance and achievement (e.g., Betts, 2013;Maia & Graeml, 2015;Xiang, Ann, Hui, & Yew, 2014).…”
Section: Empirical Research On the Effects Of Gamified Learning Envmentioning
confidence: 70%
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“…Similarly, Ibanez, Di-Serio, and Delgado-Kloos (2014) found that gamified learning activities were associated with a moderate improvement in learning outcomes in a college course focused on teaching the C-programming language. Other studies of gamification in undergraduate courses have found similar positive effects on student performance and achievement (e.g., Betts, 2013;Maia & Graeml, 2015;Xiang, Ann, Hui, & Yew, 2014).…”
Section: Empirical Research On the Effects Of Gamified Learning Envmentioning
confidence: 70%
“…Although the majority of studies identified in our review uncovered positive motivational effects of gamification (e.g., Chen, Burton, Vorvoreanu, & David, 2015;Ibanez et al, 2014;Maia & Graeml, 2015;Xiang et al, 2014), some pointed to mixed or even negative effects on student engagement. Consistent with their negative findings related to student achievement, Hanus and Fox (2015) found that students in the gamified course showed less motivation, satisfaction, and empowerment than students in the nongamified course.…”
Section: Empirical Research On the Effects Of Gamified Learning Envmentioning
confidence: 86%
“…Gamification has been used in a multitude of environments, both outside and in education (Denny, 2013;Deterding, O'Hara et al, 2011;Sailer et al, 2017;Van Roy & Zaman, 2017). In computer programming education, it is believed that games thinking would be more understandable to computer science students (Hung, 2017), and such game-like approaches have been reported on (Barik et al, 2016;Bartel & Hagel, 2016;Di Nunzio, Maistro, & Zilio, 2016;Fotaris et al, 2016;Harrington, 2016;Maia & Graeml, 2015).…”
Section: Understanding Gamificationmentioning
confidence: 99%
“…The development of gamification that refers to technology and game design can be implemented in activities to increase the motivation [10]. In student's life, games become part that have been shown the effectiveness such as increase the motivation, and support the student especially in learning process [11]. Gamification has positive effect for student achievement and student's attitudes toward the lesson due to its dynamism [2], and gamification has proven successful in enhancing the engagement and interest in contexts [12].…”
Section: Background Studymentioning
confidence: 99%
“…Gamification has positive effect for student achievement and student's attitudes toward the lesson due to its dynamism [2], and gamification has proven successful in enhancing the engagement and interest in contexts [12]. In Computer Science, gamification also can be implemented in any subject in course, such as course of programming [5,6,11,[13][14][15][16], Cloud Computing [17], Data Structure [18], Basic Compu-ting [19] 3D Computer Graphics [20], Computer Network [21], word processing and databases [22], and artificial intelligence algorithms (Search algorithms) [23]. The utilization of gamification become solutions to overcome the difficulties with the combination of computer games commercially into the classroom [24].…”
Section: Background Studymentioning
confidence: 99%