Gamification in Programming Language Learning

dc.contributor.authorTolegen L.
dc.date.accessioned2024-12-11T05:56:29Z
dc.date.available2024-12-11T05:56:29Z
dc.date.issued2023
dc.description.abstractGamification is widely being used in every field including education to increase motivation as one of the reasons. Learning a programming language is generally difficult as understanding abstract notions and most teachers agree that students’ struggle with programming languages which then leads to lack of motivation to learn afterwards. To solve this issue a case study on the gamification of programming language class for lower secondary students studying computer science is provided and examined. During two-week experiment total of 32 8th grade students participated, and Codehs, a gamified online learning platform, employed an experimental group, whereas the control group received the traditional teaching approach. Students’ motivation level was measured using the Intrinsic Motivation Inventory before and after the experiment. The findings indicated that there was significant difference in the level of intrinsic motivation observed in the experimental group, thus rejecting the null hypothesis. These findings suggest that gamification may have a major impact on intrinsic motivation in the context of learning programming language in lower secondary school.
dc.identifier.urihttps://repository.sdu.edu.kz/handle/123456789/1561
dc.subjectgamification, learning a programming language, teacher, lower secondary students
dc.titleGamification in Programming Language Learning
dc.typeOther

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