Gamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming course

dc.authorid0000-0001-5958-5216en_US
dc.authorid0000-0003-4945-6845en_US
dc.authorid0000-0001-9298-0031en_US
dc.contributor.authorÇiğdem, Harun
dc.contributor.authorKorkusuz, Mehmet Emin
dc.contributor.authorKaraçaltı, Caner
dc.date.accessioned2024-08-01T07:42:53Z
dc.date.available2024-08-01T07:42:53Z
dc.date.issued2023en_US
dc.departmentFakülteler, Necatibey Eğitim Fakültesi, Matematik ve Fen Bilimleri Eğitimi Bölümüen_US
dc.descriptionKorkusuz, Mehmet Emin (Balikesir Author)en_US
dc.description.abstractThis quasi-experimental study investigates the impact of gamification on learning outcomes and course engagement in the computer programming course, a mandatory course in the Electronics and Communication Technology and Mechatronics Technology departments. The experimental group (EG) (N = 48) utilized leaderboards for gamified weekly online formative exams, while the control group (N = 48) used nongamified exams. Our hypothesis was that the EG would exhibit higher quiz completion rates and improved learning. However, the findings indicate no significant difference between gamified and nongamified approaches in terms of learning and course engagement. Although the EG completed more quizzes, it did not result in a substantial difference. Correlations reveal a positive relationship between theoretical exam scores and the number of completed quizzes, suggesting that gamification may not directly enhance learning. Notably, the overall impact of quiz completion on learning is more pronounced when considering all participants. Furthermore, the decline in quiz completion rates after the third week in both groups suggests that gamification may yield an innovative effect but lacks long-term sustainability. These results suggest that gamification may be suitable for short-term activities, such as 2–3 weeks, and may not sufficiently engage all students in the lesson.en_US
dc.identifier.doi10.1002/cae.22697
dc.identifier.endpage14en_US
dc.identifier.issn1061-3773
dc.identifier.issn1099-0542
dc.identifier.issue2en_US
dc.identifier.scopus2-s2.0-85175647559
dc.identifier.scopusqualityQ1
dc.identifier.startpage1en_US
dc.identifier.urihttps://doi.org/10.1002/cae.22697
dc.identifier.urihttps://hdl.handle.net/20.500.12462/14916
dc.identifier.volume32en_US
dc.identifier.wosWOS:001096747800001
dc.identifier.wosqualityQ2
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoenen_US
dc.publisherWileyen_US
dc.relation.ispartofComputer Applications in Engineering Educationen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.subjectAchievementen_US
dc.subjectComputer Programming Courseen_US
dc.subjectEngagementen_US
dc.subjectEngineering Educationen_US
dc.subjectGamificationen_US
dc.titleGamified learning: Assessing the influence of leaderboards on online formative quizzes in a computer programming courseen_US
dc.typeArticleen_US

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