Gamification Framework for Programming Course in Higher Education

W. Winanti, B. S. Abbas, W. Suparta, Y. Heryadi, F. Gaol
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引用次数: 4

Abstract

This paper presents a gamification framework for higher education, especially for programming language courses to increase user motivation, pleasure and satisfaction so that learning objectives can be achieved. Although student and lecturer motivation, pleasure, and satisfaction tend to increase compared to conventional techniques, gamification is not a panacea. The success of its application depends on the skill of the lecturer in choosing a game mechanic to give a sense of playing to the learning process in a more interesting way. The technique is done by dividing the class into two parts where one class uses the conventional method and one class uses the gamification method and the results will be evaluated through the assessment results before using the gamification method and after using the gamification method. The framework in this paper adds to the existing framework activities, namely adding in the field of baseline analysis, learning materials and tools used in gamification, where previous papers from three activities have not been discussed in detail. The results obtained turned out that using the gamification technique of student learning outcomes on average 15 to 25 better than using conventional techniques.
高等教育程序设计课程的游戏化框架
本文提出了一个高等教育的游戏化框架,特别是对于编程语言课程,以增加用户的动机,乐趣和满意度,从而实现学习目标。尽管与传统技术相比,学生和讲师的动机、乐趣和满意度倾向于增加,但游戏化并不是万灵药。它的成功应用取决于讲师在选择游戏机制方面的技能,以更有趣的方式给学习过程带来一种体验感。该技术通过将班级分为两部分来完成,一个班级使用常规方法,一个班级使用游戏化方法,通过使用游戏化方法之前和使用游戏化方法之后的评估结果来评估结果。本文中的框架是对现有框架活动的补充,即在基线分析、学习材料和游戏化中使用的工具领域增加了一些内容,这些内容在之前的三个活动的论文中没有详细讨论过。所获得的结果表明,使用游戏化技术的学生的学习成绩平均比使用传统技术的学生提高15到25分。
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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