Gamification improves learning: Experience in a training activity of computer programming in higher education.

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 i...

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Publicado en:Journal of Computer Assisted Learning Vol. 40; no. 4; pp. 1959 - 1974
Autores principales: Mellado, Rafael, Cubillos, Claudio
Formato: pictorial research tables/charts randomized controlled trial Journal Article
Publicado: Wiley-Blackwell Aug2024
Acceso en línea:Ver este registro en EBSCOhost
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      jtl: Journal of Computer Assisted Learning
      issn: 02664909
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      dt: Aug2024
      vid: 40
      iid: 4
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.13000
        178531927
      ppf: 1959
      ppct: 15
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        atl: Gamification improves learning: Experience in a training activity of computer programming in higher education.
      aug:
        au:
          Mellado, Rafael
          Cubillos, Claudio
        affil: Escuela de Comercio, Pontificia Universidad Católica de Valparaíso, Valparaíso, Chile
      sug:
        subj:
          Gamification
          Learning Methods
          Software Education
          Students, College Psychosocial Factors
          Online Education
          Outcomes of Education
          Human
          Chile
          Male
          Female
          Adolescence
          Adult
          Experimental Studies
          Randomized Controlled Trials
          Random Assignment
          Colleges and Universities
          Students, College
          Engineering
          Pretest-Posttest Control Group Design
          Descriptive Statistics
          Two-Way Analysis of Variance
          Analysis of Covariance
          Post Hoc Analysis
          Computer-Assisted Instruction
          Task Performance and Analysis
          Learning Environment
          Adolescent: 13-18 years
          Adult: 19-44 years
          Male
          Female
      ab: 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. Lay Description: What is currently known about the subject matter?: Gamification has been explored as a strategy to enhance learning motivation in various educational contexts, including computer programmingLiterature shows mixed quantitative results on learning improvements under gamification.Few studies cover formative exercises, deal with computer programming tasks, or use a LMS like Moodle.Lack of literature exploring the conditions for effective gamification use, and involving learning objective complexity. What does this paper add to the existing body of research?: Quantifies the impact of gamification techniques on learning outcomes, specifically focusing on computer‐programming in university.Provides empirical evidence on gamification significantly improving learning gains compared to non‐gamified data‐structures exercisesGamification is effective in tasks of diverse levels of taxonomic complexity, with consistent effectiveness regardless of learning difficulty. Implications of study findings for practitioners: Gamification techniques, can be used in higher education to enhance student engagement and learning outcomes in computer programmingThe gamification information (e.g. points and ranking) do not require an automatic update, can be processed manually and published daily.It is effective to use gamification for learning tasks of medium‐high difficulty in Moodle on computer programming topics.It is key a thoughtful instructional design when applying gamification, ensuring alignment with learning objectives and task complexity.
      pubtype: Academic Journal
      doctype:
        pictorial
        research
        tables/charts
        randomized controlled trial
        Journal Article
      ougenre: Article
    language: English
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