ABSTRACT
Gamification is a method to increase learners' engagement by incorporating game design elements into contexts that are not game-related. It has helped motivate students to learn through a game in an educational learning environment. Due to the current switch to online learning, many students face problems, causing their motivation, self-efficacy, and cognitive engagement to decrease. This study aims to develop a gamified learning application to provide supplementary learning support for students to fill this gap. The application consists of Object-oriented programming lessons for a single module. Assessments include game design elements such as points, timer, achievements, and leaderboard. Before application distribution and usability testing, the designed system was subjected to software compatibility and performance testing using Unity Simulator and Firebase Robo Test. Furthermore, the effectiveness of gamification on the group with application intervention compared to the group without is determined using a pretest-posttest technique.
- Sánchez-Prieto, J.C., Hernández-García, Á., García-Peñalvo, F.J., Chaparro-Peláez, J., and Olmos-Migueláñez, S. 2019. Break the walls! Second-Order barriers and the acceptance of mLearning by first-year pre-service teachers. Computers in Human Behavior, Volume 95, pp 158-167. DOI: https://doi.org/10.1016/j.chb.2019.01.019Google ScholarDigital Library
- D. Upadhyaya and A. Garg. 2019. Leveraging on Gamification and Learning Analytics for Improved Student Learning. 2019 International Conference on Computing, Power and Communication Technologies (GUCON), NCR New Delhi, India, 2019, pp. 132-138.Google Scholar
- A. Patricia Aguilera-Hermida. 2020. College students' use and acceptance of emergency online learning due to COVID-19. International Journal of Educational Research Open, Volume 1. DOI: https://doi.org/10.1016/j.ijedro.2020.100011Google ScholarCross Ref
- Zainuddin, Z., Samuel Kai Wah Chu, Shujahat, M., and Perera, C.J. 2020. The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review, Volume 30. DOI: https://doi.org/10.1016/j.edurev.2020.100326Google ScholarCross Ref
- Barata, G., Gama, S., Jorge, J., and Gonçalves, D. 2017. Studying student differentiation in gamified Education: A long-term study. Computers in Human Behavior, Volume 71, pp 550-585. DOI: https://doi.org/10.1016/j.chb.2016.08.049Google ScholarDigital Library
- Mohan, Fariel. 2018. Teaching C++ Programming as a foreign language. In the Proceeding of the International Conference on Frontiers in Education: Computer Science and Computer Engineering (FECS). Athens, Greece. DOI: https://csce.ucmss.com/cr/books/2018/LFS/CSREA2018/FEC3400.pdfGoogle Scholar
- Bosse, Yorah & Gerosa, Marco Aurelio. 2017. Why is programming so difficult to learn?: Patterns of Difficulties Related to Programming Learning Mid-Stage. ACM SIGSOFT Software Engineering Notes. 41. 1-6. DOI: https://www.researchgate.net/deref/http%3A%2F%2Fdx.doi.org%2F10.1145%2F3011286.3011301Google ScholarDigital Library
- Y. Heryadi and K. Muliamin. 2016. "Gamification of M-learning Mandarin as second language," 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG), Jakarta, pp. 1-4, DOI: https://doi.org/10.1109/ICGGAG.2016.8052645Google Scholar
- K. Aleksić-Maslać, M. Rašić and P. Vranešić. 2018. "Influence of gamification on student motivation in the educational process in courses of different fields," 2018. 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), Opatija, pp. 0783-0787, DOI:https://doi.org/10.23919/MIPRO.2018.8400145Google Scholar
- A. Matallaoui, P. Herzig and R. Zarnekow. 2015. "Model-Driven Serious Game Development Integration of the Gamification Modeling Language GaML with Unity," 2015 48th Hawaii International Conference on System Sciences, Kauai, HI, pp. 643-651, DOI: https://doi.org/10.1109/HICSS.2015.84Google Scholar
- Farrell, Joyce. 2015. Java Programming (8th. ed.). Cengage Learning US. VitalSource Bookshelf.Google Scholar
- Ismail, M. A. and Mohammad, J. A. 2017. "Kahoot: A promising tool for formative assessment in medical education." Education in Medicine Journal 9.2.Google Scholar
- Fareeha Rasheed, Abdul Wahid. Learning style detection in E-learning systems using machine learning techniques, Expert Systems with Applications, Volume 174, 2021. DOI: https://doi.org/10.1016/j.eswa.2021.114774Google Scholar
- Kolekar, S.V., Pai, R.M., and Pai, M.M. Adaptive User Interface for Moodle-based E-learning System using Learning Styles, Procedia Computer Science, Volume 135, 2018, 606-615. DOI: https://doi.org/10.1016/j.procs.2018.08.226Google ScholarCross Ref
- Xiao Hu, Fanjie Li, and Runzhi Kong. 2019. Can Background Music Facilitate Learning? Preliminary Results on Reading Comprehension. In Proceedings of the 9th International Conference on Learning Analytics & Knowledge (LAK19). Association for Computing Machinery, New York, NY, USA, 101–105. DOI: https://doi.org/10.1145/3303772.3303839Google Scholar
- Unity. 2020. Device Simulator. Retrieved from https://docs.unity3d.com/Packages/[email protected]/manual/index.htmlGoogle Scholar
- Ferianda, Mhd.R. 2018. Increasing Students Interaction in Distance Education Using Gamification. 2018 6th International Conference on Information and Communication Technology (ICoICT) (May 2018).Google Scholar
- Á. Tóth and S. Tóvölgyi. 2016. "The introduction of gamification: A review paper about the applied gamification in the smartphone applications. In the Proceeding of the 7th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), Wroclaw, 2016, pp. 000213-000218, DOI: https://doi.org/10.1109/CogInfoCom.2016.7804551Google Scholar
- Gamification of Learning as a Supplementary Learning Support for Mapua IT Students
Recommendations
A mobile gamification learning system for improving the learning motivation and achievements
This paper aims to investigate how a gamified learning approach influences science learning, achievement and motivation, through a context-aware mobile learning environment, and explains the effects on motivation and student learning. A series of ...
Challenging games help students learn
In this paper, we investigate the impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in game-based learning environments. The data was gathered through a survey from players (N = 173) of two ...
Clashroom: A Game to Enhance the Classroom Experience (Abstract Only)
SIGCSE '16: Proceedings of the 47th ACM Technical Symposium on Computing Science EducationClashroom is a web-based fantasy game that was created to enhance the motivation and learning of a traditional classroom. It was created to address several drawbacks of other educational games by being broadly applicable to any course, requiring no ...
Comments