亲爱的研友该休息了!由于当前在线用户较少,发布求助请尽量完整地填写文献信息,科研通机器人24小时在线,伴您度过漫漫科研夜!身体可是革命的本钱,早点休息,好梦!

Are They Learning or Playing? Moderator Conditions of Gamification’s Success in Programming Classrooms

适度 数学教育 心理学 学业成绩 辍学(神经网络) 计算机科学 社会心理学 机器学习
作者
Luiz Rodrigues,Filipe Dwan Pereira,Armando M. Toda,Paula T. Palomino,Wilk Oliveira,Marcela Pessoa,Leandro Silva Galvão de Carvalho,David Braga Fernandes de Oliveira,Elaine Oliveira,Alexandra I. Cristea,Seiji Isotani
出处
期刊:ACM Transactions on Computing Education [Association for Computing Machinery]
卷期号:22 (3): 1-27 被引量:3
标识
DOI:10.1145/3485732
摘要

Students face several difficulties in introductory programming courses (CS1), often leading to high dropout rates, student demotivation, and lack of interest. The literature has indicated that the adequate use of gamification might improve learning in several domains, including CS1. However, the understanding of which (and how) factors influence gamification’s success, especially for CS1 education, is lacking. Thus, there is a clear need to shed light on pre-determinants of gamification’s impact. To tackle this gap, we investigate how user and contextual factors influence gamification’s effect on CS1 students through a quasi-experimental retrospective study ( \( N = 399 \) ), based on a between-subject design (conditions: gamified or non-gamified) in terms of final grade (academic achievement) and the number of programming assignments completed in an educational system (i.e., how much they practiced). Then, we evaluate whether and how user and contextual characteristics (e.g., age, gender, major, programming experience, working situation, internet access, and computer access/sharing) moderate that effect. Our findings indicate that gamification amplified to some extent the impact of practicing. Overall, students practicing in the gamified version presented higher academic achievement than those practicing the same amount in the non-gamified version. Intriguingly, those in the gamified version that practiced much more extensively than the average showed lower academic achievements than those who practiced comparable amounts in the non-gamified version. Furthermore, our results reveal gender as the only statistically significant moderator of gamification’s effect: in our data, it was positive for females but non-significant for males. These findings suggest which (and how) personal and contextual factors moderate gamification’s effects, indicate the need to further understand and examine context’s role, and show that gamification must be cautiously designed to prevent students from playing instead of learning.

科研通智能强力驱动
Strongly Powered by AbleSci AI
科研通是完全免费的文献互助平台,具备全网最快的应助速度,最高的求助完成率。 对每一个文献求助,科研通都将尽心尽力,给求助人一个满意的交代。
实时播报
Mottri完成签到 ,获得积分10
7秒前
Hz完成签到,获得积分10
11秒前
18秒前
端庄千柳发布了新的文献求助10
24秒前
嘻嘻哈哈完成签到,获得积分10
32秒前
37秒前
任性的岱周完成签到,获得积分10
37秒前
笑傲完成签到,获得积分10
50秒前
1分钟前
端庄千柳完成签到,获得积分10
1分钟前
Criminology34应助科研通管家采纳,获得10
1分钟前
传奇3应助科研通管家采纳,获得10
1分钟前
Criminology34应助科研通管家采纳,获得10
1分钟前
Criminology34应助科研通管家采纳,获得10
1分钟前
Criminology34应助科研通管家采纳,获得10
1分钟前
2分钟前
2分钟前
布干维尔岛耐摔王完成签到,获得积分10
2分钟前
互助完成签到,获得积分0
2分钟前
JL发布了新的文献求助10
2分钟前
听云发布了新的文献求助10
2分钟前
烟花应助听云采纳,获得10
2分钟前
Hiker完成签到,获得积分10
3分钟前
夜静风箫发布了新的文献求助10
3分钟前
FashionBoy应助夜静风箫采纳,获得10
4分钟前
大个应助夜静风箫采纳,获得10
4分钟前
E上电_GWJ完成签到,获得积分10
4分钟前
4分钟前
4分钟前
5分钟前
5分钟前
5分钟前
yh完成签到,获得积分10
5分钟前
5分钟前
5分钟前
所所应助科研通管家采纳,获得10
5分钟前
5分钟前
6分钟前
flyinglin发布了新的文献求助10
6分钟前
玖玖发布了新的文献求助10
6分钟前
高分求助中
(应助此贴封号)【重要!!请各用户(尤其是新用户)详细阅读】【科研通的精品贴汇总】 10000
The Organometallic Chemistry of the Transition Metals 800
Chemistry and Physics of Carbon Volume 18 800
The Organometallic Chemistry of the Transition Metals 800
Leading Academic-Practice Partnerships in Nursing and Healthcare: A Paradigm for Change 800
The formation of Australian attitudes towards China, 1918-1941 640
Signals, Systems, and Signal Processing 610
热门求助领域 (近24小时)
化学 材料科学 医学 生物 纳米技术 工程类 有机化学 化学工程 生物化学 计算机科学 物理 内科学 复合材料 催化作用 物理化学 光电子学 电极 细胞生物学 基因 无机化学
热门帖子
关注 科研通微信公众号,转发送积分 6436527
求助须知:如何正确求助?哪些是违规求助? 8250926
关于积分的说明 17551195
捐赠科研通 5494831
什么是DOI,文献DOI怎么找? 2898175
邀请新用户注册赠送积分活动 1874823
关于科研通互助平台的介绍 1716111