Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ Achievement

Gamification is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being used as a medium to encourage certain student behaviors in anticipation of positive effects on learning experience and achieveme...

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Main Authors: Agapito, Jenilyn L, Rodrigo, Ma. Mercedes T.
Format: text
Published: Archīum Ateneo 2018
Subjects:
CS1
Online Access:https://archium.ateneo.edu/discs-faculty-pubs/39
https://link.springer.com/chapter/10.1007/978-3-319-93843-1_1
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Institution: Ateneo De Manila University
id ph-ateneo-arc.discs-faculty-pubs-1038
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spelling ph-ateneo-arc.discs-faculty-pubs-10382020-02-28T07:17:35Z Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ Achievement Agapito, Jenilyn L Rodrigo, Ma. Mercedes T. Gamification is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being used as a medium to encourage certain student behaviors in anticipation of positive effects on learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among students. Meaningful gamification, defined as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. This concept is founded on the ‘Self-Determination Theory’, which states that there are three components associated with intrinsic motivation: mastery, autonomy, and relatedness. This study describes the analysis of data collected from an experiment where students of an introductory programming class used a system embedded with elements that map to the components of the Self-Determination Theory: feedback cycles, freedom to fail, and progress to support mastery; control to enable autonomy; and collaboration for relatedness. It looks into whether the experimental group performed significantly better than the control group. It also tries to explore how different user types respond to the different game design elements. 2018-01-01T08:00:00Z text https://archium.ateneo.edu/discs-faculty-pubs/39 https://link.springer.com/chapter/10.1007/978-3-319-93843-1_1 Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo Novice programmers Gamification CS1 Computer Sciences Databases and Information Systems
institution Ateneo De Manila University
building Ateneo De Manila University Library
continent Asia
country Philippines
Philippines
content_provider Ateneo De Manila University Library
collection archium.Ateneo Institutional Repository
topic Novice programmers
Gamification
CS1
Computer Sciences
Databases and Information Systems
spellingShingle Novice programmers
Gamification
CS1
Computer Sciences
Databases and Information Systems
Agapito, Jenilyn L
Rodrigo, Ma. Mercedes T.
Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ Achievement
description Gamification is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being used as a medium to encourage certain student behaviors in anticipation of positive effects on learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among students. Meaningful gamification, defined as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. This concept is founded on the ‘Self-Determination Theory’, which states that there are three components associated with intrinsic motivation: mastery, autonomy, and relatedness. This study describes the analysis of data collected from an experiment where students of an introductory programming class used a system embedded with elements that map to the components of the Self-Determination Theory: feedback cycles, freedom to fail, and progress to support mastery; control to enable autonomy; and collaboration for relatedness. It looks into whether the experimental group performed significantly better than the control group. It also tries to explore how different user types respond to the different game design elements.
format text
author Agapito, Jenilyn L
Rodrigo, Ma. Mercedes T.
author_facet Agapito, Jenilyn L
Rodrigo, Ma. Mercedes T.
author_sort Agapito, Jenilyn L
title Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ Achievement
title_short Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ Achievement
title_full Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ Achievement
title_fullStr Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ Achievement
title_full_unstemmed Investigating the Impact of a Meaningful Gamification-Based Intervention on Novice Programmers’ Achievement
title_sort investigating the impact of a meaningful gamification-based intervention on novice programmers’ achievement
publisher Archīum Ateneo
publishDate 2018
url https://archium.ateneo.edu/discs-faculty-pubs/39
https://link.springer.com/chapter/10.1007/978-3-319-93843-1_1
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