AN EMPIRICAL STUDY ON GAMIFICATION FOR LEARNING PROGRAMMING LANGUAGE WEBSITE
DOI:
https://doi.org/10.11113/jt.v81.11133Keywords:
Gamification, Game elements, Quasi-experimental method, Programming Language, ARCS motivation modelAbstract
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.
References
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. 2011a. From Game Design Elements to Gamefulness: Defining Gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. 9-15.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., and Dixon, D. 2011b. Gamification using Game-design Elements in Non-gaming Contexts. CHI'11 Extended Abstracts on Human Factors in Computing Systems. 2425-2428.
Khaleel, F. L., Ashaari, N. S., Meriam, T. S., Wook, T., and Ismail, A. 2015a. The Study of Gamification Application Architecture for Programming Language Course. Proceedings of the 9th International Conference on Ubiquitous Information Management and Communication. 17.
Khaleel, F. L., Ashaari, N. S., Meriam, T. S., Wook, T., and Ismail, A. 2015b. User-Enjoyable Learning Environment Based on Gamification Elements. International Conference on Computer, Communication, and Control Technology (I4CT 2015),, Kuching, Sarawak, Malaysia. 221.
Khaleel, F. L., Ashaari, N. S., Meriam, T. S., Wook, T., and Ismail, A. 2016a. The Architecture of Dynamic Gamification Elements Based Learning Content. Journal of Convergence Information Technology. 11: 164-177.
Khaleel, F. L., Wook, T. S. M. T., Ashaari, N. S. and Ismail, A. 2016b. Gamification Elements for Learning Applications. International Journal on Advanced Science, Engineering and Information Technology. In Press. 6: 868-874.
Khaleel, F. L. 2011. Recruitment and Job Search Application. Universiti Utara Malaysia.
Khaleel, F. L., Ashaari, N. S., Meriam, T. S., Wook, T., and Ismail, A. 2017. Programming Learning Requirements Based on Multi Perspectives. International Journal of Electrical and Computer Engineering. 7: 1-8.
Kapp, K. M. 2013. The Gamification of Learning and Instruction Fieldbook: Ideas Into Practice. John Wiley & Sons.
Gartner. 2011. 25 Jun 2014 from www.gartner.com/newsroom/id/1629214). Gartner Says By 2015, More Than 50 Percent of Organizations That Manage Innovation Processes Will Gamify Those Processes. Available: www.gartner.com/newsroom/id/1629214.
Thom, J., Millen, D., and DiMicco, J. 2012. Removing Gamification from an Enterprise SNS. Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work. 1067-1070.
Mahmoud, Q., Talib, M. A., Maamar, Z., Bataineh, E., and Jololian, L. 2011. Revitalizing the Introductory Programming Course. GCC Conference and Exhibition (GCC), IEEE, 2011. 545-548.
Tsukamoto, H., Nitta, N., Takemura, Y., and Nagumo, H. 2012. Work in Progress: Analysis of the Relationship between Teaching Contents and Motivation in Programming Education. Proceedings of the 2012 IEEE Frontiers in Education Conference (FIE). 1-2.
Chang, M. 2010. Web-based Multiplayer Online Role Playing Game (MORPG) for Assessing Students' Java Programming Knowledge and Skills. Digital Game and Intelligent Toy Enhanced Learning (DIGITEL). 2010 Third IEEE International Conference on IEEE, 2010. 103-107.
Funabikiy, N., Korenaga, Y., Matsushima, Y., Nakanishi, T., and Watanabe, K. 2012. An Online Fill-in-the-Blank Problem Function for Learning Reserved Words in Java Programming Education. Advanced Information Networking and Applications Workshops (WAINA), 2012 26th International Conference. 375-380.
Funabikiy, N., Korenaga, Y., Nakanishi, T., and Watanabe, K. 2013. An Extension of Fill-in-the-blank Problem Function in Java Programming Learning Assistant System. Humanitarian Technology Conference (R10-HTC), 2013 IEEE Region. 10: 85-90.
Funabiki, N., Matsushima, Y., Nakanishi, T., Watanabe, K., and Amano, N. 2013. A Java Programming Learning Assistant System Using Test-Driven Development Method. IAENG International Journal of Computer Science. 40.
Kumar, A. N. 2013. Using Problets for Problem-solving Exercises in Introductory C++/Java/C# Courses. Frontiers in Education Conference, 2013 IEEE. 9-10.
Daly, T. 2011. Minimizing to Maximize: An Initial Attempt at Teaching Introductory Programming Using Alice. Journal of Computing Sciences in Colleges. 26: 23-30.
Vrachnos, E. and Jimoyiannis, A. 2014. Design and Evaluation of a Web-based Dynamic Algorithm Visualization Environment for Novices. Procedia Computer Science. 27: 229-239.
Kazimoglu, C., Kiernan, M., Bacon, L., and MacKinnon, L. 2012. Learning Programming at the Computational Thinking Level via Digital Game-play. Procedia Computer Science. 9: 522-531.
Dai, K., Zhao, Y., and Chen, R. 2010. Research and Practice on Constructing the Course of Programming Language. Computer and Information Technology (CIT), 2010 IEEE 10th International Conference on. 2033-2038.
Yu, P. and Yang, L. 2010. Programming Skills Training in Programming Language Courses. Educational and Information Technology (ICEIT), 2010 International Conference on. V3-14-V3-16.
I. Cross and H. James. 2013. Using the New jGRASP Canvas of Dynamic Viewers for Program Understanding and Debugging in Java Courses. Journal of Computing Sciences in Colleges. 29: 37-39.
Han, L., and Lee. 2010. The Impact of a Peer-learning Agent based on Pair Programming in a Programming Course. Education, IEEE Transactions on. 53: 318-327.
Tan, P.-H., Ting, C.-Y., and Ling, S.-W. 2009. Learning Difficulties in Programming Courses: Undergraduates' Perspective and Perception. Computer Technology and Development, 2009. ICCTD'09. International Conference on. 42-46.
Tigrek, S. and Obadat, M. 2012. Teaching Smartphones Programming using (Android Java): Pedagogy and Innovation. Information Technology Based Higher Education and Training (ITHET), 2012 International Conference on. 1-7.
Heckman, S., Horton, T. B., and Sherriff, M. 2011. Teaching Second-level Java and Software Engineering with Android. Software Engineering Education and Training (CSEE&T), 2011 24th IEEE-CS Conference on. 540-542.
Magee, J. J. and Han, L. 2013. Integrating a Science Perspective into an Introductory Computer Science Course. Integrated STEM Education Conference (ISEC), 2013 IEEE. 1-4.
Montero, S., DÃaz, P., DÃez, D., and Aedo, I. 2010. Dual Instructional Support Materials for Introductory Object-Oriented Programming: Classes vs. Objects. Education Engineering (EDUCON), 2010 IEEE. 1929-1934.
Hubackova, S. and Ruzickova, M. 2013. Motivation in University Students’ Teaching. Procedia-Social and Behavioral Sciences. 83: 304-308.
Ferriman, J. 2013. 10 October 2016 from http://www.learndash.com/3-types-of-elearning/). 3 Types of ELearning. Available: http://www.learndash.com/3-types-of-elearning/.
Zichermann, G. and Cunningham, C. 2011. Gamification by Design: Implementing game Mechanics in Web and Mobile Apps. O'Reilly Media, Inc.
Kapp, K. M. 2012. The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. John Wiley & Sons,
Pandey, A. 2015. 10 October 2016 from https://elearningindustry.com/6-killer-examples-gamification-in-elearning). 6 Killer Examples Of Gamification In eLearning. Available: https://elearningindustry.com/6-killer-examples-gamification-in-elearning.
Bayrakceken, M. K. and Arisoy, A. 2013. An Educational Setup for Nonlinear Control Systems: Enhancing the Motivation and Learning in a Targeted Curriculum by Experimental Practices [Focus On Education]. IEEE Control Systems. 33: 64-81.
Malinowski, M. 2012. IES's 60th Anniversary [Editor's Column]," Industrial Electronics Magazine, IEEE. 5: 2-2.
R. Ibrahim, N. Bakri, T. S. Awang Salleh, and Z. M. Zin. 2012. Incorporating Mathematics in Teaching and Learning of Image Processing. Engineering Education (ICEED), 4th International Congress on. 1-5.
Z. Murcinkova and J. Murcinko. 2013. Computer Aided Intelligent System for Innovative Education of Manufacturing Technologies. Emerging eLearning Technologies and Applications (ICETA), 2013 IEEE 11th International Conference on. 295-298.
J. Micek, O. Karpis, and M. Kochlan. 2014. Audio-communication Subsystem Module for Yrobot-A Modular Educational Robotic Platform. Education and Research Conference (EDERC), 2014 6th European Embedded Design in. 60-64.
J. Camaj, M. Kendra, and J. Lalinská, 2015. Using of Simulation in Technical Subjects Education Process. Procedia-Social and Behavioral Sciences. 176: 659-666.
R. R. Silbar. 2002. Web Delivery of Interactive Laboratories: Comparing Three Authoring Tools. Computing in Science & Engineering. 4: 74-78.
G. Banesz and A. Haskova. 2014. E-learning Assisted Teaching of Technical Subjects. Application of Information and Communication Technologies (AICT), 2014 IEEE 8th International Conference on. 1-5.
M. Bilek, V. Machkova, A. Rohal, and I. Simonova. 2012. Multimedia Elements Contributing to the Technical Subject Instruction. Global Engineering Education Conference (EDUCON), 2012 IEEE. 1-4.
J. Vilhena, A. Fidalgo, and M. Felgueiras. 2014. A Demonstration Circuit to Support e-learning on IEEE 1149.1/4 Infrastructures. Remote Engineering and Virtual Instrumentation (REV), 2014 11th International Conference on. 403-408.
B. M. Good, S. Loguercio, M. Nanis, and A. I. Su. 2012. Genegames. org: High-Throughput Access to Biological Knowledge and Reasoning through Online Games. Healthcare Informatics, Imaging and Systems Biology (HISB), 2012 IEEE Second International Conference on. 145-145.
S. Ross. 2011. The Future of Work Is Play: Global Shifts Suggest Rise in Productivity Games. Games Innovation Conference (IGIC), 2011 IEEE International. 40-43.
F. Raab. 2012. CodeSmellExplorer: Tangible Exploration of Code Smells and Refactorings. Visual Languages and Human-Centric Computing (VL/HCC), 2012 IEEE Symposium on. 261-262.
Z. Fitz-Walter, D. Tjondronegoro, and P. Wyeth. 2012. A Gamified Mobile Application for Engaging New Students At University Orientation. Proceedings of the 24th Australian Computer-Human Interaction Conference. 138-141.
J. Simões, R. D. Redondo, and A. F. Vilas, 2013. A Social Gamification Framework for a K-6 Learning Platform. Computers in Human Behavior. 29: 345-353.
Bunchball. (2010, 25 Jun 2014 from http://www.hashdoc.com/documents/7417/gamification-101-an-introduction-to-the-use-of-game-dynamics-to-influence-behavior). Gamification 101: An introduction to the use of game dynamics to influence behavior. Available: http://www.hashdoc.com/documents/7417/gamification-101-an-introduction-to-the-use-of-game-dynamics-to-influence-behavior
A. Järvinen, "Game design for social networks: interaction design for playful dispositions," in Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games, 2009, pp. 95-102.
P. J. Denning, "The field of programmers myth," Communications of the ACM, vol. 47, pp. 15-20, 2004.
J. Flieger and J. D. Palmer, "Supporting pair programming with JavaGrinder," Journal of Computing Sciences in Colleges, vol. 26, pp. 63-70, 2010.
C. H. Su and C. H. Cheng, "A mobile gamification learning system for improving the learning motivation and achievements," Journal of Computer Assisted Learning, vol. 31, pp. 268-286, 2015.
P.-S. D. Chen, A. D. Lambert, and K. R. Guidry, "Engaging online learners: The impact of Web-based learning technology on college student engagement," Computers & Education, vol. 54, pp. 1222-1232, 2010.
T.-Y. Liu and Y.-L. Chu. 2010. Using Ubiquitous Games in an English Listening and Speaking Course: Impact on Learning Outcomes and Motivation. Computers & Education. 55: 630-643.
M.-B. Ibanez, A. Di-Serio, and C. Delgado-Kloos. 2014. Gamification for Engaging Computer Science Students in Learning Activities: A Case Study. Learning Technologies, IEEE Transactions on. 7: 291-301.
F. L. Khaleel, N. S. S. Q. Ameen. 2018. Wireless Mesh Networks Based on MBPSO algorithm to Improvement Throughput. International Journal of Electrical and Computer Engineering. 8: 6.
F. L. Khaleel, N. S. Ashaari, T. S. M. T. Wook, and A. Ismail. 2017. Gamification-based Learning Framework for a Programming Course. Electrical Engineering and Informatics (ICEEI), 2017 6th International Conference on. 1-6.
F. L. Khaleel, N. S. Ashaari, T. S. M. T. Wook, and A. Ismail. 2017. Methodology for Developing Gamification-based Learning Programming Language Framework. Electrical Engineering and Informatics (ICEEI), 2017 6th International Conference on. 1-6.
F. L. Khaleel, T. S. Meriam, T. Wook, and , N. S. Ashaari. 2018. Quantifying User Experience In Using Learning Gamification Website. Journal of Theoretical and Applied Information Technology. 96: 7783-7793.
Downloads
Published
Issue
Section
License
Copyright of articles that appear in Jurnal Teknologi belongs exclusively to Penerbit Universiti Teknologi Malaysia (Penerbit UTM Press). This copyright covers the rights to reproduce the article, including reprints, electronic reproductions, or any other reproductions of similar nature.