Gamification’s efficacy in enhancing students' HTML programming skills and academic achievement motivation

Q2 Social Sciences
Dhaifallah S. Alsuhaymi, Ohood Mohammed Alotaibi
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引用次数: 0

Abstract

This study aims to demonstrate the efficacy of gamification in developing HTML programming skills and academic achievement motivation for 10th-grade students. Despite the significance of computer programming in developing students' thinking, many students still need more motivation to learn it. One of the entertaining strategies of computer programming is gamification. The study used a quasi-experimental design for two groups. The experimental group (N=18) was taught by gamification and the control group (N=17) was taught by the traditional teaching method. The researcher conducted a pre-test to determine the equivalence between groups using a valid and reliable practical test and scale.  After three-weeks of teaching, the same test and scale were applied to compare the groups. The result showed statistical differences between the two groups in favor of the experimental group in programming skills and all academic achievement motivation dimensions. This study recommended that using gamification in teaching programming languages to students at different stages would help computer teachers.  More research should be conducted to investigate the impact of gamification on teaching different programming languages.
游戏化在提高学生HTML编程技能和学业成就动机方面的功效
本研究旨在探讨游戏化对十年级学生HTML编程技能和学业成就动机的影响。尽管计算机编程在培养学生思维方面具有重要意义,但许多学生仍然需要更多的动力来学习它。计算机编程的娱乐策略之一是游戏化。该研究采用了准实验设计,分为两组。实验组(N=18)采用游戏化教学,对照组(N=17)采用传统教学。研究者使用有效可靠的实际测试和量表进行了预测试,以确定组间的等效性。教学三周后,采用相同的测试和量表对各组进行比较。结果显示,两组学生在编程技能和学业成就动机各维度上均有统计学差异,有利于实验组。本研究建议在不同阶段的学生中使用游戏化方法来教授程式语言,以帮助电脑教师。应该进行更多的研究来调查游戏化对不同编程语言教学的影响。
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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来源期刊
CiteScore
3.30
自引率
0.00%
发文量
32
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