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Gamification Works, but How and to Whom? An Experimental Study in the Context of Programming Lessons

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Autor(es):
Rodrigues, Luiz ; Toda, Armando M. ; Oliveira, Wilk ; Palomino, Paula T. ; Avila-Santos, Anderson Paulo ; Isotani, Seiji
Número total de Autores: 6
Tipo de documento: Artigo Científico
Fonte: PROCEEDINGS OF THE 52ND ACM TECHNICAL SYMPOSIUM ON COMPUTER SCIENCE EDUCATION, SIGCSE 2021; v. N/A, p. 7-pg., 2021-01-01.
Resumo

Programming is a complex, not trivial to learn and teach task, which gamification can facilitate. However, how gamification affects learning and the influence of context-related aspects on that effect demand research to better understand how and to whom gamification enhances programming learning. Therefore, we conducted an experimental study analyzing how gamification worked and the role of context-related aspects in terms of intervention duration and learners' familiarity with programming (i.e., the task's topic). It was a six-week study with 19 undergraduate students from an Algorithms class that measured their learning gains, intrinsic motivation, and number of completed quizzes. Mainly, we found gamification affected learning via intrinsic motivation, effect that depended on intervention duration and learners' familiarity with programming. That is, intrinsic motivation strongly predicted learning gains and gamification's effect on intrinsic motivation changed over time, decreasing from positive to negative as learners had less familiarity with programming. Thus, showing gamification can positively impact programming learning by improving students' intrinsic motivation, although that effect changes over time depending on one's previous familiarity with programming. (AU)

Processo FAPESP: 16/02765-2 - Gamify - Metodologia para Gamificação de Processos e Softwares Educacionais
Beneficiário:Armando Maciel Toda
Modalidade de apoio: Bolsas no Brasil - Doutorado
Processo FAPESP: 18/07688-1 - Design e detecção automática de experiência de fluxo em estudantes e professores em sistemas educacionais inteligentes gamificados
Beneficiário:Wilk Oliveira dos Santos
Modalidade de apoio: Bolsas no Brasil - Doutorado
Processo FAPESP: 18/11180-3 - Um sistema de recomendação baseado em dados para apoiar o planejamento da gamificação na educação
Beneficiário:Armando Maciel Toda
Modalidade de apoio: Bolsas no Exterior - Estágio de Pesquisa - Doutorado
Processo FAPESP: 18/15917-0 - Gamificando ambientes virtuais de aprendizagem: uma abordagem focada na narrativa e experiência do usuário
Beneficiário:Paula Toledo Palomino
Modalidade de apoio: Bolsas no Brasil - Doutorado