2020
DOI: 10.1145/3383456
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The Impact of Gamification on Learning Outcomes of Computer Science Majors

Abstract: Gamification is the use of game elements in domains other than games. Gamification use is often suggested for difficult activities because it enhances users’ engagement and motivation level. Due to such benefits, the use of gamification is also proposed in education environments to improve students’ performance, engagement, and satisfaction. Computer science in higher education is a tough area of study and thus needs to utilize various already explored benefits of gamification. This research develops an empiri… Show more

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Cited by 51 publications
(40 citation statements)
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“…Jiang [4] states the scarcity of studies assessing the impact of gamification elements in software engineering education. Our sample included 7 studies with this type of analysis [11,21,22,23,24,25,26]. Therefore, our results support Jiang [4].…”
Section: A Evaluation Of Gamification In Software Engineering Educationsupporting
confidence: 73%
“…Jiang [4] states the scarcity of studies assessing the impact of gamification elements in software engineering education. Our sample included 7 studies with this type of analysis [11,21,22,23,24,25,26]. Therefore, our results support Jiang [4].…”
Section: A Evaluation Of Gamification In Software Engineering Educationsupporting
confidence: 73%
“…Gamification techniques may be used for several purposes such as increasing motivation, improving learning outcome, favoring team work and introducing young students to STEM disciplines. This is well established in the context of computer science education as discussed for example in a recent study [1] which compares the performances of groups of students exposed to gamification techniques against control groups, e.g., their peers involved in more traditional activities.…”
Section: Related Workmentioning
confidence: 98%
“…Table 1 shows the average, the standard deviation, and the median values for the three questions. All in all, the experience was highly appreciated by the participants (1). Also, most of the people found the game well balanced, i.e., neither trivial nor too complex (2), and they learned something new while playing (3).…”
Section: On-site Escape Roommentioning
confidence: 99%
See 1 more Smart Citation
“…Gamification: An increasing trend of using gamification, in computer science education, has been observed in recent years (Ahmad et al, 2020). Gamification with mobile-assisted learning can enhance the intrinsic motivation of learners (Ishaq et al, 2021).…”
Section: Open Research Issuesmentioning
confidence: 99%