Academic Journal
Gamification Improves Learning: Experience in a Training Activity of Computer Programming in Higher Education
| Τίτλος: | Gamification Improves Learning: Experience in a Training Activity of Computer Programming in Higher Education |
|---|---|
| Γλώσσα: | English |
| Συγγραφείς: | Rafael Mellado (ORCID |
| Πηγή: | Journal of Computer Assisted Learning. 2024 40(4):1959-1973. |
| Διαθεσιμότητα: | Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us |
| Peer Reviewed: | Y |
| Page Count: | 15 |
| Ημερομηνία έκδοσης: | 2024 |
| Τύπος εγγράφου: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Engineering Education, College Students, Computer Software, Technical Occupations, Programming, Gamification, Competency Based Education, Educational Objectives, Higher Education, Difficulty Level, Learning Activities |
| DOI: | 10.1111/jcal.13000 |
| ISSN: | 0266-4909 1365-2729 |
| Περίληψη: | Background: Effective learning in computer programming courses has been a constant challenge for university teachers and has become a relevant competence for current professionals. The literature on gamification in learning presents mixed results, mainly due to problems in instructional design and inconsistency in gamification. Studies with positive empirical results on computer programming formative activities and showing under what conditions gamification is effective still need to be included. Objectives: This study aimed to quantify the effects of gamification techniques in software tools that support computer programming learning applied to data-structures university students. The study focused on determining whether there are differences in learning when using gamification techniques in online exercising formative activities. The effects of gamification on learning objectives with diverse complexity are studied. Methods: The study was conducted on computer engineering university students following a pretest-intervention-posttest design. They were divided into control and experimental groups, where both used a bank of exercises in Moodle to support learning. The experimental group considered gamification techniques, including points, leaderboards, and badges. Results and Conclusions: Gamification techniques significantly outperformed in learning gains in exercising activities without gamification. Regarding learning complexity, increasing taxonomic complexity did not negatively affect gamification learning effects. |
| Abstractor: | As Provided |
| Entry Date: | 2024 |
| Αριθμός Καταχώρησης: | EJ1431944 |
| Βάση Δεδομένων: | ERIC |
| FullText | Links: – Type: other Url: https://resolver.ebsco.com:443/public/rma-ftfapi/ejs/direct?AccessToken=44B3B736C96F5E5791A5&Show=Object Text: Availability: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Gamification Improves Learning: Experience in a Training Activity of Computer Programming in Higher Education – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Rafael+Mellado%22">Rafael Mellado</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0002-6143-2929">0000-0002-6143-2929</externalLink>)<br /><searchLink fieldCode="AR" term="%22Claudio+Cubillos%22">Claudio Cubillos</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-3990-0658">0000-0003-3990-0658</externalLink>) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Journal+of+Computer+Assisted+Learning%22"><i>Journal of Computer Assisted Learning</i></searchLink>. 2024 40(4):1959-1973. – Name: Avail Label: Availability Group: Avail Data: Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 15 – Name: DatePubCY Label: Publication Date Group: Date Data: 2024 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="EL" term="%22Postsecondary+Education%22">Postsecondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Engineering+Education%22">Engineering Education</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Software%22">Computer Software</searchLink><br /><searchLink fieldCode="DE" term="%22Technical+Occupations%22">Technical Occupations</searchLink><br /><searchLink fieldCode="DE" term="%22Programming%22">Programming</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Competency+Based+Education%22">Competency Based Education</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Objectives%22">Educational Objectives</searchLink><br /><searchLink fieldCode="DE" term="%22Higher+Education%22">Higher Education</searchLink><br /><searchLink fieldCode="DE" term="%22Difficulty+Level%22">Difficulty Level</searchLink><br /><searchLink fieldCode="DE" term="%22Learning+Activities%22">Learning Activities</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1111/jcal.13000 – Name: ISSN Label: ISSN Group: ISSN Data: 0266-4909<br />1365-2729 – Name: Abstract Label: Abstract Group: Ab Data: Background: Effective learning in computer programming courses has been a constant challenge for university teachers and has become a relevant competence for current professionals. The literature on gamification in learning presents mixed results, mainly due to problems in instructional design and inconsistency in gamification. Studies with positive empirical results on computer programming formative activities and showing under what conditions gamification is effective still need to be included. Objectives: This study aimed to quantify the effects of gamification techniques in software tools that support computer programming learning applied to data-structures university students. The study focused on determining whether there are differences in learning when using gamification techniques in online exercising formative activities. The effects of gamification on learning objectives with diverse complexity are studied. Methods: The study was conducted on computer engineering university students following a pretest-intervention-posttest design. They were divided into control and experimental groups, where both used a bank of exercises in Moodle to support learning. The experimental group considered gamification techniques, including points, leaderboards, and badges. Results and Conclusions: Gamification techniques significantly outperformed in learning gains in exercising activities without gamification. Regarding learning complexity, increasing taxonomic complexity did not negatively affect gamification learning effects. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2024 – Name: AN Label: Accession Number Group: ID Data: EJ1431944 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1431944 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1111/jcal.13000 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 15 StartPage: 1959 Subjects: – SubjectFull: Engineering Education Type: general – SubjectFull: College Students Type: general – SubjectFull: Computer Software Type: general – SubjectFull: Technical Occupations Type: general – SubjectFull: Programming Type: general – SubjectFull: Gamification Type: general – SubjectFull: Competency Based Education Type: general – SubjectFull: Educational Objectives Type: general – SubjectFull: Higher Education Type: general – SubjectFull: Difficulty Level Type: general – SubjectFull: Learning Activities Type: general Titles: – TitleFull: Gamification Improves Learning: Experience in a Training Activity of Computer Programming in Higher Education Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Rafael Mellado – PersonEntity: Name: NameFull: Claudio Cubillos IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 08 Type: published Y: 2024 Identifiers: – Type: issn-print Value: 0266-4909 – Type: issn-electronic Value: 1365-2729 Numbering: – Type: volume Value: 40 – Type: issue Value: 4 Titles: – TitleFull: Journal of Computer Assisted Learning Type: main |
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