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This document discusses using gamification to increase student motivation and engagement in computer programming courses. It notes that today's students have different learning styles and prefer technology and games. Gamification can help make programming tasks more attractive by using game elements to motivate students. The document explores the advantages of gamification in education, such as increased student engagement, enthusiasm, and feedback. It also discusses potential disadvantages, such as decreased attention spans, costs, and difficulties assessing student progress. Overall, gamification seems to have a positive emotional and social impact on students by motivating them through reward systems.
This document discusses using gamification to increase student motivation and engagement in computer programming courses. It notes that today's students have different learning styles and prefer technology and games. Gamification can help make programming tasks more attractive by using game elements to motivate students. The document explores the advantages of gamification in education, such as increased student engagement, enthusiasm, and feedback. It also discusses potential disadvantages, such as decreased attention spans, costs, and difficulties assessing student progress. Overall, gamification seems to have a positive emotional and social impact on students by motivating them through reward systems.
This document discusses using gamification to increase student motivation and engagement in computer programming courses. It notes that today's students have different learning styles and prefer technology and games. Gamification can help make programming tasks more attractive by using game elements to motivate students. The document explores the advantages of gamification in education, such as increased student engagement, enthusiasm, and feedback. It also discusses potential disadvantages, such as decreased attention spans, costs, and difficulties assessing student progress. Overall, gamification seems to have a positive emotional and social impact on students by motivating them through reward systems.
engagement of students in Computer Programming Course Today’s learners are digital native and have new profile. They are the generations that grew up with technology and have different learning styles, new attitude and behavior towards learning process and higher requirements for teaching and learning. In world of IT, computer programming courses often suffers from the image of tedious programming, learning to low levels of activity due to low engagement of learners. In general, gamifications can help making tasks more attractive. This paper aims on how gamification can be applied and be an effective instrument /tool to increase the motivation and engagement of students in software development courses activity. Introduction Today’s generation youth is technology-savvy meaning they have digital and internet technology readily available to them at their very young age. They exposed to games or gamified activities readily available on their smartphones or in any computing device. They also engaged and maintains various social media platforms like Facebook and Twitter. They tend to prefer non- verbal communication using digital technology than verbal communication. Thus, leads to have a short attention spans. Introduction… The mentioned nature of youth post challenges in motivating them to engage to learn computer programming, which is often perceived as a boring, difficult and time consuming and sometimes leads to the shifting to other programs. Introduction… Gamification, the use of game design elements in non-game contexts (Deterding, Dixon, Khaled, & Nacke, 2011), might overcome the challenges faced in the teaching of computer programming. As gamification uses “game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems” (Kapp, 2012), it provides an avenue for capturing the attention spans of people. The goal of gamification is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning Introduction… As gamification uses “game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems” (Kapp, 2012), it provides an avenue for capturing the attention spans of people. The goal of gamification is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning (Hwang, Hong, Cheng, Peng, & Wu, 2013). Introduction… Most computer instructors agree that there is a problem when teaching programming or software development courses and many students are unable to understand programming logic and there must be a method to encourage them. Computer science students need to be motivated to practice, study and exchange ideas. With these, Gamification will be used as a tool to motivate students and increase their engagement in software development activities. Introduction… Active learning increases student performance in science, engineering and mathematics (Freeman, et al., 2014). Gamification, a form of active learning, is gaining ground in education. Some research showed that, if gamification was properly applied, it could improve attendance (Fotaris, Mastoras, Leinfellner, & Rosunally, 2016) and engagement (Leong, Koh, & Razeen, 2011) , enhance understanding and consequently enhance performance (Mekler, Brühlmann, Opwis, & Tuch, 2013) Introduction… Learning to program is difficult, especially for novice programmers (Piteira & Costa, 2013). Gamification may offer opportunities in solving these issues. Most studies focused on the engagement and motivation factors of gamification. Current Trends of the Concept Gamification has become a well-established technique in Human-Computer Interaction (HCI). It refers to the transformation of systems, services, organizations and activities to afford similar experiences, motivations and skills as good games (Huotari and Hamari, 2017). Over recent years, practitioners have attempted to exploit the motivational “power” of game design in domains as diverse as work, fitness tracking, health and wellbeing, education, commerce, learning, crowdsourcing, information retrieval, and organization engagement. Current Trends of the Concept In particular, research has focused on how individual game mechanics can impact upon individual behavioral outcomes. Such advancements have encouraged commentators to suggest that gamification research has reached maturity. For example, Nacke and Deterding (2017), in the introduction of a recent special issue on gamification published in Computers in Human Behavior, highlighted that gamification research is undergoing a deep transformation moving from fundamental questions of “what?” and “why?,” to questions around “how?,” “when?,” and “how and when not?.” Current Trends of the Concept… Despite this progress, research on gamification still faces a variety of empirical and theoretical challenges. Firstly, empirical studies of gamified systems still typically focus narrowly on evaluating and understanding individuals’ short-term interactions with the system, ignoring more difficult to measure outcomes, such as changes in people's social relationships due to participation, and deleterious effects of extrinsic rewards on intrinsic motivation. Current Trends of the Concept… Secondly, academic research on gamification has been slow to improve the techniques and methods through which gamified systems and services are designed. In practice, gamification applications continue to employ a limited set of game elements, such as points, badges and leaderboards. Researchers, in turn, investigate what practitioners have implemented. Current Trends of the Concept… Gamification research has typically failed to engage critically and productively with the diverse and rich design practice of game designers (Rapp, 2018a, Morschheuser et al., 2018aa). Current Trends of the Concept… Third, current gamification research lacks a critical lens capable of exploring unintended consequences of designs as well as of questioning its own successes. Gamification scholars still avoid investigating potential side- effects of the game elements employed in gamified interventions, taking for granted that making a serious context more like a game is a valuable outcome. Importance of the Concept Gamification is a subject that is often expressed and studied in the field of education. Gamification with potential features such as increasing student motivation, effective participation in the learning process, at the same time, makes it easier to achieve academic achievement and learning achievements. Gamification has been used in several domains, but gamification in education comes down to the use of points and badges to motivate and enhance the eLearning processes. Its importance and effectiveness comes down to the way people apply it to the learning practice and audience. Advantages of Gamification 1. Increase student Engagement Studies have shown that students are more likely to spend time playing a learning-based game if you are using a reward system. Badges and points help translate the work the student is completing into a tangible benefit. Importance of the Concept 2. Creates Enthusiasm Gamification can be used to foster feelings of enthusiasm towards the subject-matter, especially in subjects that students struggle with, like math. Importance of the Concept 3. Provides Instant Feedback Most gamification systems allow for instantaneous feedback such as leaderboards and dashboards, which students can use to see where they stand among their peers. This information can push a student to try the quiz or activity again to get a higher placement and creates motivation for further lesson engagement. Importance of the Concept 4. Makes social connections In higher education we often find that students have trouble creating social connections with other students in their courses. Gamified classrooms, seated and virtual, help students who have trouble with social interaction and give them a reason to work together. Disadvantages of Gamification 1. Decreases Student Attention Span Critics of gamified learning believe that the fast pace and immediate feedback creates a problem with student attention span. Students may begin to expect the same kind of responses from all parts of their education and won’t find it, leading to frustration. Disadvantages of Gamification 2. Cost The costs of gamified learning are varied based on the type of system you are using. There may be equipment costs, software costs, and training costs for instructors. Sometimes these costs are passed on the students through registration fees and course codes that must be purchased, creating a higher barrier for entry into the classroom. Disadvantages of Gamification 3. Student Assessment When choosing a game it is not often clear how the results of the game will tie into your course assessment. While most games have a built-in way to track progress, you will need to find a way to translate the student’s game progress into fulfill objectives. Disadvantages of Gamification 4. Game Logistics Many times, setting up a game for your course requires a lot of prior planning and logistics. Impact of Concept to the Society Study suggest that gamification have a great emotional and social impact on students, as reward systems and competitive social mechanisms that seem to be motivating for them. In studies conducted by Theresa A. Papp, gamification has been recognized as a tool that effectively increased motivation, engagement and learning. Gamification in education is at the beginning point. Future research might be deemed appropriate. Impact of Concept to the Society Specific researchers that have implemented and conducted research on gamifications have documented the effectiveness on gamification in classrooms. Research also indicate that there are a lot of benefits to playing video games that improve cognitive abilities such as attention , focus and reaction time, motivation, emotional and social benefits. According to Gee, “in fact, the learning principles that good games incorporate are all strongly supported by contemporary research in cognitive science – the science that studies human thinking and learning through laboratory research, studies of the brain, and research at actual learning sites like classrooms and workplace”. Research Gap / Statement Test bed: PSU Roxas Campus
This research intended to address some CS
students problems in terms of: • Problem-solving skills • Engagement and Motivation Research Gap / Statement Test bed: PSU Roxas Campus
This research aims to investigate how
gamification can be applied and be an effective tool to increase student’s motivation and engagement in computer programming courses activity. This research will focus on the process and methodology on which gamification would be effective. Research Gap / Statement 1. What are the effects of gamification on students’ learning gains and interest in learning computer programming? 2. What best gamification model will be using to increase the motivation and engagement of learners in computer programming?