Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course

IF 2.2 3区 工程技术 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Computer Applications in Engineering Education Pub Date : 2023-11-01 DOI:10.1002/cae.22697
Harun Cigdem, Mehmet Emin Korkusuz, Caner Karaçaltı
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Abstract

This quasi-experimental study investigates the impact of gamification on learning outcomes and course engagement in the computer programming course, a mandatory course in the Electronics and Communication Technology and Mechatronics Technology departments. The experimental group (EG) (N = 48) utilized leaderboards for gamified weekly online formative exams, while the control group (N = 48) used nongamified exams. Our hypothesis was that the EG would exhibit higher quiz completion rates and improved learning. However, the findings indicate no significant difference between gamified and nongamified approaches in terms of learning and course engagement. Although the EG completed more quizzes, it did not result in a substantial difference. Correlations reveal a positive relationship between theoretical exam scores and the number of completed quizzes, suggesting that gamification may not directly enhance learning. Notably, the overall impact of quiz completion on learning is more pronounced when considering all participants. Furthermore, the decline in quiz completion rates after the third week in both groups suggests that gamification may yield an innovative effect but lacks long-term sustainability. These results suggest that gamification may be suitable for short-term activities, such as 2–3 weeks, and may not sufficiently engage all students in the lesson.

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游戏化学习:评估排行榜对计算机编程课程在线形成性测验的影响
本准实验研究调查了游戏化对计算机编程课程学习成果和课程参与度的影响,该课程是电子与通信技术系和机电一体化技术系的必修课程。实验组(EG)(48 人)利用排行榜进行游戏化每周在线形成性考试,而对照组(48 人)则使用非游戏化考试。我们的假设是,EG 组的测验完成率更高,学习效果更好。然而,研究结果表明,在学习和课程参与度方面,游戏化和非游戏化方法没有明显差异。虽然电子学习小组完成了更多的测验,但并没有产生实质性的差异。相关性显示,理论考试成绩与完成测验次数之间存在正相关关系,这表明游戏化可能不会直接促进学习。值得注意的是,当考虑到所有参与者时,完成测验对学习的总体影响更为明显。此外,两组学生在第三周后的测验完成率都有所下降,这表明游戏化可能会产生创新效果,但缺乏长期可持续性。这些结果表明,游戏化可能适合短期活动,如 2-3 周,但可能无法充分吸引所有学生参与课程。
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来源期刊
Computer Applications in Engineering Education
Computer Applications in Engineering Education 工程技术-工程:综合
CiteScore
7.20
自引率
10.30%
发文量
100
审稿时长
6-12 weeks
期刊介绍: Computer Applications in Engineering Education provides a forum for publishing peer-reviewed timely information on the innovative uses of computers, Internet, and software tools in engineering education. Besides new courses and software tools, the CAE journal covers areas that support the integration of technology-based modules in the engineering curriculum and promotes discussion of the assessment and dissemination issues associated with these new implementation methods.
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