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Proceedings ArticleDOI

The study of gamification application architecture for programming language course

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TLDR
This research tries to solve the problem by apply gamification elements in programming language course as a new architecture of Gamification application to increase the effectiveness of learning and enhance the understanding of students.
Abstract
Students sometimes find it hard to learn new programming languages. They often confront unfamiliar programming terms and are required to visualize the processes that happen in the computer memory. Weak students find this a burden and end up memorizing the processes without understanding them and their working. This situation invariably leads students to get low grades in their programming subjects. Some researchers suggested that an enjoyable approach must be adopted in learning difficult subjects. Studies have shown that applying gamification elements in websites engages users. "Gamification" refers to the use of game elements in a non-game context to increase engagement between humans and computers. This research try to solve the problem by apply gamification elements in programming language course as a new architecture of Gamification application to increase the effectiveness of learning and enhance the understanding of students'.

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Citations
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Towards Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems

TL;DR: This commentary calls upon information systems scholars to investigate the design and use of gamified information systems from a variety of disciplinary perspectives and theories, including behavioral economics, psychology, social psychology, information systems, etc.
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Gamification elements for learning applications

TL;DR: The finding of this study suggests the use of a group of game elements with three aims, increase the level of fun and entertainment; motivate students to challenge each other; and improve gaming and learning skills.

Gamification in computer programming : effects on learning, engagement, self-efficacy and intrinsic motivation

TL;DR: In this paper, the authors analyse the impact of gamification, using badges, on learning performance, intrinsic motivation, self-efficacy and engagement in engineering students taking a basic programming course.
Proceedings ArticleDOI

Gamification in STEM programming courses: State of the art

TL;DR: It was evident that gamification of HE programming courses had a very positive impact on student engagement, student programming knowledge and student motivation.
Journal ArticleDOI

An empirical study on gamification for learning programming language website

TL;DR: This study aimed to measure the effectiveness and motivation level of using a Gamification website for programming language learning for first year students and showed that there were significant differences in the overall results of student performance.
References
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Proceedings ArticleDOI

From game design elements to gamefulness: defining "gamification"

TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Proceedings ArticleDOI

Gamification. using game-design elements in non-gaming contexts

TL;DR: This workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.
Book

Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps

TL;DR: This book provides the design strategy and tactics you need to integrate game mechanics into any kind of consumer-facing website or mobile app.
Journal ArticleDOI

Gamification in theory and action

TL;DR: A systematic survey on the use of gamification in published theoretical reviews and research papers involving interactive systems and human participants is presented and points of departure are suggested for continued empirical investigations of gamified practice and its effects.
Journal ArticleDOI

Assessing the effects of gamification in the classroom

TL;DR: It was found that students in the gamified course showed less motivation, satisfaction, and empowerment over time than those in the non-gamified class, and some care should be taken when applying certain gamification mechanics to educational settings.
Related Papers (5)
Trending Questions (1)
How big data analysis and gamification can lead to make a language application better?

The provided paper does not mention anything about big data analysis and its relationship with gamification in making a language application better.