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Enhancing Student Motivation and Engagement through a Gamified Learning Environment

Carlos J. Hellín, Francisco Calles-Esteban, Adrián Valledor, Josefa Gómez, Salvador Otón-Tortosa and Abdelhamid Tayebi ()
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Carlos J. Hellín: Computer Science Department, University of Alcala, 28801 Alcala de Henares, Spain
Francisco Calles-Esteban: Computer Science Department, University of Alcala, 28801 Alcala de Henares, Spain
Adrián Valledor: Computer Science Department, University of Alcala, 28801 Alcala de Henares, Spain
Josefa Gómez: Computer Science Department, University of Alcala, 28801 Alcala de Henares, Spain
Salvador Otón-Tortosa: Computer Science Department, University of Alcala, 28801 Alcala de Henares, Spain
Abdelhamid Tayebi: Computer Science Department, University of Alcala, 28801 Alcala de Henares, Spain

Sustainability, 2023, vol. 15, issue 19, 1-20

Abstract: Gamification is a viable strategy used to enhance motivation and engagement in programming classes among students. However, automated evaluation capabilities, which are crucial for giving students fast and correct feedback, are frequently lacking in currently available gamification technologies. This study proposes a novel web-based application that combines automated programming assessment features with gamification concepts; the aim is to provide students taking a programming course with an engaging learning environment. A survey conducted with 215 undergraduate students assessed how the tool affected the motivation and engagement of students. The findings show that the tool had a beneficial impact on students’ willingness to participate in class, study, increase their self-confidence, engage in healthy competition with peers, and learn from their mistakes. The qualitative feedback that students offered regarding the features of the tool that they liked best is also covered in the study. This paper contributes to the field of programming education by presenting a detailed gamified tool, incorporating automated evaluation and gamification in a web-based platform.

Keywords: gamification; programming courses; student motivation; engagement; automated assessment (search for similar items in EconPapers)
JEL-codes: O13 Q Q0 Q2 Q3 Q5 Q56 (search for similar items in EconPapers)
Date: 2023
References: View references in EconPapers View complete reference list from CitEc
Citations: View citations in EconPapers (1)

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