The Effect of Gamification-Based Programming E-Learning Platform on Students' Achievement

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Fajar Pradana, Punaji Setyosari, Saida Ulfa, Tsukasa Hirashima, Faizatul Amalia

2023 ACM International Conference Proceeding Series Conference paper Cited by 5 Quartile

Abstract

Gamification is gaining popularity because it has been shown to positively influence behaviour and cognitive processes by increasing user motivation and engagement through a game-like experience. Gamification supports making the teaching and learning process more exciting and enjoyable by applying various game elements such as levels, progression, points and leaderboards. In using the concept of gamification in learning, three principles need to be considered: increasing engagement, giving autonomy to learners, and providing learning progress. However, there are still gaps in research on gamification because most of the research uses generic platforms applied to non-specific learning contexts. Programming is one of the main competencies possessed by students in computer science. Learning computer programming requires critical thinking, problem-solving, computational logic, and system design skills. One of the problems that is often encountered is the low engagement of students, which causes student learning achievements to be not optimal. This study aims to investigate whether gamification-based learning platforms affect student achievement. This study is expected to offer researchers and practitioners empirical data regarding the effectiveness of gamification-based learning platforms in developing student achievement in the context of programming learning in computer science. This study involved 109 students in programming lessons divided into experimental and control groups. Based on the calculation results, it is found that the learning achievements based on the learning platform get a significance value of 0.000, which means that there is a significant difference in learning achievements between groups of students who apply gamification-based platforms and groups of students who use non-gamification platforms. © 2023 ACM.

Affiliations

Universitas Brawijaya, Malang, Indonesia; State University of Malang, Malang, Indonesia; Hiroshima University, Higashihiroshima, Japan