An empirical study on gamification for learning programming language website

Research output: Contribution to journalArticle

1 Citation (Scopus)

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.

Original languageEnglish
Pages (from-to)151-162
Number of pages12
JournalJurnal Teknologi
Volume81
Issue number2
DOIs
Publication statusPublished - 1 Mar 2019

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Computer programming languages
Websites
Students
Computer science
Experiments

Keywords

  • ARCS motivation model
  • Game elements
  • Gamification
  • Programming language
  • Quasi-experimental method

ASJC Scopus subject areas

  • Engineering(all)

Cite this

An empirical study on gamification for learning programming language website. / Khaleel, Firas Layth; Sahari @ Ashaari, Noraidah; Tengku Wook, Tengku Siti Meriam.

In: Jurnal Teknologi, Vol. 81, No. 2, 01.03.2019, p. 151-162.

Research output: Contribution to journalArticle

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