Gamifying Python: Enhancing Learning Outcomes and Motivation through a Game-Based Approach
This work aimed to enhance Python programming education by developing a learning game that utilizes gamification techniques. The study focused on Mathayom Suksa 1 (7th grade in the U.S. education system) students who often face challenges in understanding complex programming concepts due to traditional teaching methods. The developed game incorporated gamification elements like points, rewards, leaderboards, and time constraints to create an engaging and interactive learning environment. The study compared students’ learning achievements before and after using the game and assessed their satisfaction levels. The findings indicated that the gamified learning game significantly improved students’ learning outcomes, with post-test scores (M = 12.90, SD = 4.27) being notably higher than pre-test scores (M = 7.28, SD = 1.60), t(39) = 11.82, p < .05. Furthermore, students expressed high levels of satisfaction with the gamified learning experience (M = 3.88, SD = 0.69) on a 5-point Likert scale, indicating its potential to foster positive attitudes towards learning Python. The study highlights the potential of gamification in addressing the challenges of teaching programming to novice learners and promoting effective and enjoyable learning experiences.
Authors
- Porawat Visutsak (ORCID: https://orcid.org/0000-0003-2120-5585)
- Nicha Sirikong
Institutions
- Bangkok University (TH)
- King Mongkut's University of Technology North Bangkok (TH)
Publication Details
- Published
- 2024-11-14
- DOI
- https://doi.org/10.1109/incit63192.2024.10810560
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00