AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE

Authors

  • Firas Layth Khaleel Faculty of Information Science and Technology, Main Campus, UKM, 43600, Bangi, Jalan Reko, Selangor, Malaysia College of Computer Science, Tikrit University, Main Campus, 00964, Tikrit City, Salah Din governorate, Iraq http://orcid.org/0000-0002-3780-1915
  • Noraidah Sahari Ashaari Faculty of Information Science and Technology, Main Campus, UKM, 43600, Bangi, Jalan Reko, Selangor, Malaysia
  • Tengku Siti Meriam Tengku Wook Faculty of Information Science and Technology, Main Campus, UKM, 43600, Bangi, Jalan Reko, Selangor, Malaysia

DOI:

https://doi.org/10.11113/jt.v81.11133

Keywords:

Gamification, Game elements, Quasi-experimental method, Programming Language, ARCS motivation model

Abstract

Computer science novice students find it hard to learn and master programming language subjects. In previous work, an investigation was done to confirm this assumption. The finding showed that students experienced ineffective learning, lacked interest towards this course, and lacked motivation. Previous studies have shown that applying Gamification elements in websites engages users. Gamification refers to the use of game elements in a non-game context in order to increase engagement between human and computer. In priory, a gamification-based learning website for programming language course was developed. This study aimed to measure the effectiveness and motivation level of using a Gamification website for programming language learning for first year students. Quantitative research approach was used. The effectiveness of the gamification website was tested using Quasi experiment. Student motivation was measured using ARCS motivation model. The findings showed that there were significant differences in the overall results of student performance (effectiveness and motivation) between the experimental and control groups.

Author Biographies

  • Firas Layth Khaleel, Faculty of Information Science and Technology, Main Campus, UKM, 43600, Bangi, Jalan Reko, Selangor, Malaysia College of Computer Science, Tikrit University, Main Campus, 00964, Tikrit City, Salah Din governorate, Iraq
    Universiti Kebangsaan Malaysia and Tikrit University Firas Layth Khaleel (PhD) lecturer in the Tikrit University - College of Computer Science and Math
  • Noraidah Sahari Ashaari, Faculty of Information Science and Technology, Main Campus, UKM, 43600, Bangi, Jalan Reko, Selangor, Malaysia
    An associate professor in Faculty of Information Science and Technology, Universiti Kebangsaan Malaysia. Research interests are Empirical Usability and Information System Evaluation, Multimedia Application and eLearning. 
  • Tengku Siti Meriam Tengku Wook, Faculty of Information Science and Technology, Main Campus, UKM, 43600, Bangi, Jalan Reko, Selangor, Malaysia
    Tengku Siti Meriam Tengku Wook is senior lecturer in the Center for software technology and management (SOFTAM), Universiti Kebangsaan Malaysia. She received the BIT (Hons) and MIT in Information Science from the National University of Malaysia, Malaysia, in 1999 and the Ph.D. degree in Human Computer Interaction from Malaya University, Malaysia, in 2012. Her research interests include Interaction Design & Usability, Virtual & Augmented Reality and Multimedia Application.

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Published

2019-02-10

Issue

Section

Science and Engineering

How to Cite

AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE. (2019). Jurnal Teknologi, 81(2). https://doi.org/10.11113/jt.v81.11133