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The Impact of Gamification on Learning Outcomes of Computer Science Majors

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Published:30 April 2020Publication History
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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 empirical study to evaluate the effectiveness of gamification in teaching computer science in higher education. Along with the learning outcomes, the effect of group size on students’ satisfaction level is also measured. Furthermore, the impact of gamification over time is analyzed throughout a semester to observe its effectiveness as a long-term learning technique. The analysis, covering both learning outcome and students’ satisfaction, suggests that gamification is an effective tool to teach tough courses at higher education level; however, group size should be taken into account for optimal classroom size and better learning experience.

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      cover image ACM Transactions on Computing Education
      ACM Transactions on Computing Education  Volume 20, Issue 2
      June 2020
      174 pages
      EISSN:1946-6226
      DOI:10.1145/3382496
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      Publication History

      • Published: 30 April 2020
      • Accepted: 1 January 2020
      • Revised: 1 December 2019
      • Received: 1 September 2018
      Published in toce Volume 20, Issue 2

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