Open Market: A Proposal To Improve Engagement and Motivation Among Students Towards Basic Programming Subjects
Gamification can be applied to grab the attention of people in wide range of environments. This work sheds light upon the prospects of its application in classroom to deliver the education related to computer programming is called “Open Market”. To study the impact upon students after applying this strategy, the level of motivation, engagement and learning were explored. This paper proposed a novel engagement model to improve learning level in student and comp are the impact of gamification method from traditional methods in terms of assessment methods for “Open Market”. This paper also encourages student’s agenda in student learning process by analyzing standard deviation in learning in number of parameters like age, subject, motivation type, and intrinsic method for engagement in programming subjects like C, C++, Python, Java etc. The outcome of the study contends in the support of open market strategy to be indulged in the teaching and learning mechanism.
Authors
- Abhishek Shrivastava (ORCID: https://orcid.org/0000-0001-7019-0709)
- Jay Prakash Maurya (ORCID: https://orcid.org/0000-0002-5574-5822)
- V. K. Kumar (ORCID: https://orcid.org/0000-0003-4003-9412)
- VB Pandey
Institutions
- Barkatullah University (IN)
Publication Details
- Published
- 2024-08-23
- DOI
- https://doi.org/10.1109/acet61898.2024.10730192
- Citations
- 3
- Primary Topic
- Teaching and Learning Programming
- Type
- article
- Field-Weighted Citation Impact
- 1.24