2018
DOI: 10.1145/3231709
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An Empirical Investigation on the Benefits of Gamification in Programming Courses

Abstract: Context: Programming courses are compulsory for most engineering degrees, but students’ performance on these courses is often not as good as expected. Programming is difficult for students to learn, given that it includes a lot of new, complex, and abstract topics. All of this has led experts to the conclusion that new teaching techniques are required if students are to be motivated and engaged in learning on programming courses. Gamification has come to be an effective technique in education in general, and i… Show more

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Cited by 71 publications
(65 citation statements)
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“…It is worth remembering Gartner's warning that around 80% of gamification applications will not meet business objectives, mainly because the processes have been inappropriately adapted to gamification. Moreover, the works performed by Petri et al (2018) and Marín et al (2019) highlight the relevance of serious games especially in this area.…”
Section: Introductionmentioning
confidence: 99%
“…It is worth remembering Gartner's warning that around 80% of gamification applications will not meet business objectives, mainly because the processes have been inappropriately adapted to gamification. Moreover, the works performed by Petri et al (2018) and Marín et al (2019) highlight the relevance of serious games especially in this area.…”
Section: Introductionmentioning
confidence: 99%
“…One could conclude that this is logical if the research by Da Silva et al [35] is taken into account stating that the use of games motivates and enhances the teaching of programming, increasing the attention spans in students and reducing the number of students leaving courses. Similarly, according to Marín et al [83], the use of serious games has been a thoroughly investigated method for its effectiveness in providing novice programmers with interactive and entertaining experiences during the first year of their careers. In this context, just under half of the collected studies (∼44.8%) designed and evaluated games focused on supporting education on diverse programming topics.…”
Section: Discussionmentioning
confidence: 99%
“…The study adopted a controlled experiment to study the differences. Besides, Marin et al [8] propose the use of gamification in programming courses. While Lagus et al [9] suggest transfer-learning methods to predict programming course outcomes.…”
Section: A Programmingmentioning
confidence: 99%