{"title":"通过游戏化推荐系统调查学生在计算机编程中的表现和动机","authors":"L. Al-Malki, Maram Meccawy","doi":"10.1080/07380569.2022.2071229","DOIUrl":null,"url":null,"abstract":"Abstract In this study, a personalized gamified recommender system was developed to help secondary-school students in Saudi Arabia learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. A total of 60 female secondary-school students participated in this empirical study and were divided in to an intervention and comparison group. Due to the distance learning directives imposed by the COVID-19 pandemic, the whole study was conducted online. Data were collected through a post-test to measure student performance. In addition, a learning motivation questionnaire was distributed to all the study participants to measure their motivation toward learning programming. The Instructional Materials Motivation Survey questionnaire was distributed to the experimental group to measure their level of motivation after using the recommender system. The results showed that the personalized gamified recommender system positively affected the students’ performance in the intervention group and enhanced their motivation toward learning computer programming.","PeriodicalId":45769,"journal":{"name":"COMPUTERS IN THE SCHOOLS","volume":null,"pages":null},"PeriodicalIF":1.2000,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Investigating Students’ Performance and Motivation in Computer Programming through a Gamified Recommender System\",\"authors\":\"L. Al-Malki, Maram Meccawy\",\"doi\":\"10.1080/07380569.2022.2071229\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract In this study, a personalized gamified recommender system was developed to help secondary-school students in Saudi Arabia learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. A total of 60 female secondary-school students participated in this empirical study and were divided in to an intervention and comparison group. Due to the distance learning directives imposed by the COVID-19 pandemic, the whole study was conducted online. Data were collected through a post-test to measure student performance. In addition, a learning motivation questionnaire was distributed to all the study participants to measure their motivation toward learning programming. The Instructional Materials Motivation Survey questionnaire was distributed to the experimental group to measure their level of motivation after using the recommender system. The results showed that the personalized gamified recommender system positively affected the students’ performance in the intervention group and enhanced their motivation toward learning computer programming.\",\"PeriodicalId\":45769,\"journal\":{\"name\":\"COMPUTERS IN THE SCHOOLS\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.2000,\"publicationDate\":\"2022-04-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"COMPUTERS IN THE SCHOOLS\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/07380569.2022.2071229\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"EDUCATION & EDUCATIONAL RESEARCH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"COMPUTERS IN THE SCHOOLS","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/07380569.2022.2071229","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
Investigating Students’ Performance and Motivation in Computer Programming through a Gamified Recommender System
Abstract In this study, a personalized gamified recommender system was developed to help secondary-school students in Saudi Arabia learn computer programming. This recommender system supports those students by providing personalized recommendations to address their weaknesses and increase their motivation toward computer programming. A total of 60 female secondary-school students participated in this empirical study and were divided in to an intervention and comparison group. Due to the distance learning directives imposed by the COVID-19 pandemic, the whole study was conducted online. Data were collected through a post-test to measure student performance. In addition, a learning motivation questionnaire was distributed to all the study participants to measure their motivation toward learning programming. The Instructional Materials Motivation Survey questionnaire was distributed to the experimental group to measure their level of motivation after using the recommender system. The results showed that the personalized gamified recommender system positively affected the students’ performance in the intervention group and enhanced their motivation toward learning computer programming.
期刊介绍:
Under the editorship of D. LaMont Johnson, PhD, a nationally recognized leader in the field of educational computing, Computers in the Schools is supported by an editorial review board of prominent specialists in the school and educational setting. Material presented in this highly acclaimed journal goes beyond the “how we did it” magazine article or handbook by offering a rich source of serious discussion for educators, administrators, computer center directors, and special service providers in the school setting. Articles emphasize the practical aspect of any application, but also tie theory to practice, relate present accomplishments to past efforts and future trends, identify conclusions and their implications.