The Impact of Gamification on Learning Outcomes of Computer Science Majors

Adnan Ahmad, Furkh Zeshan, M. Khan, Rutab Marriam, Amjad Ali, Alia Samreen
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引用次数: 32

Abstract

Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users’ engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students’ performance, engagement, and satisfaction. Computer science in higher education is a tough area of study and thus needs to utilize various already explored benefits of gamification. This research develops an empirical study to evaluate the effectiveness of gamification in teaching computer science in higher education. Along with the learning outcomes, the effect of group size on students’ satisfaction level is also measured. Furthermore, the impact of gamification over time is analyzed throughout a semester to observe its effectiveness as a long-term learning technique. The analysis, covering both learning outcome and students’ satisfaction, suggests that gamification is an effective tool to teach tough courses at higher education level; however, group size should be taken into account for optimal classroom size and better learning experience.
游戏化对计算机科学专业学生学习成果的影响
游戏化是指在游戏以外的领域使用游戏元素。游戏化通常用于难度较大的活动,因为它可以提高用户粘性和积极性。由于这些好处,游戏化也被建议在教育环境中使用,以提高学生的表现、参与度和满意度。高等教育中的计算机科学是一个艰难的研究领域,因此需要利用各种已经探索过的游戏化的好处。本研究对游戏化在高等教育计算机科学教学中的有效性进行了实证研究。在研究学习成果的同时,还测量了小组规模对学生满意度的影响。此外,在整个学期中,我们分析了游戏化的影响,以观察其作为一种长期学习技术的有效性。该分析涵盖了学习成果和学生满意度,表明游戏化是高等教育中教授高难度课程的有效工具;然而,小组规模应该考虑到最佳的教室规模和更好的学习体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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