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Pregled bibliografske jedinice broj: 1221473

An Empirical Study of Long-Term Effects of Applying Gamification Principles to an Introductory Programming Courses on a University Level


Kučak, Danijel; Pašić, Đani; Mršić Leo
An Empirical Study of Long-Term Effects of Applying Gamification Principles to an Introductory Programming Courses on a University Level // Springer Lecture Notes in Networks and Systems, 569 (2023), 1-9 doi:10.1007/978-3-031-19958-5_44 (međunarodna recenzija, članak, znanstveni)


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Naslov
An Empirical Study of Long-Term Effects of Applying Gamification Principles to an Introductory Programming Courses on a University Level

Autori
Kučak, Danijel ; Pašić, Đani ; Mršić Leo

Izvornik
Springer Lecture Notes in Networks and Systems (2367-3370) 569 (2023); 1-9

Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni

Ključne riječi
gamification, software engineering education, students' motivation, student engagement

Sažetak
Gamification utilizes game mechanics to transform the learning experience into a game, while game- based learning integrates games into the learning process. However, whether gamification has positive long-term effects on students' learning engagement remains questionable. A year ago, the authors researched 112 students on the course Object-Oriented Programming taught by the same instructor included in the study ; one experimental group with 21 randomly selected students lectured using gamification elements and one control group with 91 students lectured without gamification elements. There was no statistically significant difference in the prior knowledge between groups. Both groups were given the same exam, and the average student score in the experimental group was significantly better than in the control group. This paper contributes to this area by asking the research question: Whether the positive effect of applying gamification elements in the teaching process is long-term on not? (Q1). Those 112 students included in previous research were taught on course Java Programing (JAVA1) by the same instructor and given the same exam a semester later. The paper will analyze students' exam scores and show the experiment's results.

Izvorni jezik
Engleski

Znanstvena područja
Računarstvo, Informacijske i komunikacijske znanosti



POVEZANOST RADA


Ustanove:
Visoko učilište Algebra, Zagreb

Profili:

Avatar Url Leo Mršić (autor)

Avatar Url Đani Pašić (autor)

Avatar Url Danijel Kučak (autor)

Poveznice na cjeloviti tekst rada:

doi link.springer.com

Citiraj ovu publikaciju:

Kučak, Danijel; Pašić, Đani; Mršić Leo
An Empirical Study of Long-Term Effects of Applying Gamification Principles to an Introductory Programming Courses on a University Level // Springer Lecture Notes in Networks and Systems, 569 (2023), 1-9 doi:10.1007/978-3-031-19958-5_44 (međunarodna recenzija, članak, znanstveni)
Kučak, D., Pašić, Đ. & Mršić Leo (2023) An Empirical Study of Long-Term Effects of Applying Gamification Principles to an Introductory Programming Courses on a University Level. Springer Lecture Notes in Networks and Systems, 569, 1-9 doi:10.1007/978-3-031-19958-5_44.
@article{article, author = {Ku\v{c}ak, Danijel and Pa\v{s}i\'{c}, \DJani}, year = {2023}, pages = {1-9}, DOI = {10.1007/978-3-031-19958-5\_44}, keywords = {gamification, software engineering education, students' motivation, student engagement}, journal = {Springer Lecture Notes in Networks and Systems}, doi = {10.1007/978-3-031-19958-5\_44}, volume = {569}, issn = {2367-3370}, title = {An Empirical Study of Long-Term Effects of Applying Gamification Principles to an Introductory Programming Courses on a University Level}, keyword = {gamification, software engineering education, students' motivation, student engagement} }
@article{article, author = {Ku\v{c}ak, Danijel and Pa\v{s}i\'{c}, \DJani}, year = {2023}, pages = {1-9}, DOI = {10.1007/978-3-031-19958-5\_44}, keywords = {gamification, software engineering education, students' motivation, student engagement}, journal = {Springer Lecture Notes in Networks and Systems}, doi = {10.1007/978-3-031-19958-5\_44}, volume = {569}, issn = {2367-3370}, title = {An Empirical Study of Long-Term Effects of Applying Gamification Principles to an Introductory Programming Courses on a University Level}, keyword = {gamification, software engineering education, students' motivation, student engagement} }

Časopis indeksira:


  • Scopus


Citati:





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