Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses

This study investigates the differential effects of gamification on learning outcomes, motivation, and usability perceptions in an introductory programming course, focusing on gender differences. While gamification has shown promise for increasing student engagement in educational settings, its impact may vary across genders. An experimental study was conducted with 88 university students randomly assigned to gamified and non-gamified groups. Learning gains were assessed through pre- and post-tests, motivational factors were measured via questionnaires, and usability perceptions were evaluated using the Technology Acceptance Model (TAM) questionnaire. Results revealed that women learned significantly more than men in the non-gamified condition, while men outperformed women in the gamified condition. Furthermore, men reported higher enjoyment, usefulness, and comfort with the gamified tool than women. Interestingly, both genders indicated greater satisfaction with the non-gamified version. These findings contribute nuanced insights into how gamification impacts genders differently in programming education, suggesting that gamification may hinder women’s learning while modestly benefiting men. The study highlights the importance for practitioners to carefully consider gender dynamics when implementing gamified approaches, potentially offering customization options or blended techniques to optimize learning outcomes for all students in programming education.

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Publication Details

Journal
Applied Sciences
Published
2024-09-05
DOI
https://doi.org/10.3390/app14177933
Citations
15
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
11.86
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article

Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses

Gloria Piedad Gasca‐Hurtado, Rosa María Vicari, Claudio Cubillos, Rafael Mellado
15 citations
Applied Sciences
Educational Games and Gamification
11.86
article

Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses

Gloria Piedad Gasca‐Hurtado, Rosa María Vicari, Claudio Cubillos, Rafael Mellado
article en
15 citations

Abstract

This study investigates the differential effects of gamification on learning outcomes, motivation, and usability perceptions in an introductory programming course, focusing on gender differences. While gamification has shown promise for increasing student engagement in educational settings, its impact may vary across genders. An experimental study was conducted with 88 university students randomly assigned to gamified and non-gamified groups. Learning gains were assessed through pre- and post-tests, motivational factors were measured via questionnaires, and usability perceptions were evaluated using the Technology Acceptance Model (TAM) questionnaire. Results revealed that women learned significantly more than men in the non-gamified condition, while men outperformed women in the gamified condition. Furthermore, men reported higher enjoyment, usefulness, and comfort with the gamified tool than women. Interestingly, both genders indicated greater satisfaction with the non-gamified version. These findings contribute nuanced insights into how gamification impacts genders differently in programming education, suggesting that gamification may hinder women’s learning while modestly benefiting men. The study highlights the importance for practitioners to carefully consider gender dynamics when implementing gamified approaches, potentially offering customization options or blended techniques to optimize learning outcomes for all students in programming education.

Applied SciencesVol. 14(17)
Universidade Federal do Rio Grande do Sul (BR), Pontificia Universidad Católica de Valparaíso (CL), Universidad de Medellín (CO)
Openalex Percentile: Top 1%
Educational Games and Gamification
11.86
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