EXPLORING PRIMARY SCHOOL STUDENTS’ MOTIVATION AND ENJOYMENT IN LEARNING PROGRAMMING THROUGH GAMIFICATION

Globally, a growing trend and numerous initiatives are focused on reducing the age at which programming is introduced, leading to the implementation of updated computing curriculums in many countries. In Serbia, the informatics curriculum underwent a significant transformation in the 2017/2018 academic year, gradually becoming a compulsory course throughout all grades in elementary schools. Programming, a prominently featured subject, is primarily taught through gamification. Despite this, the research investigating the coding motivation and enjoyment among primary school students in Serbia when acquiring programming skills through gamification is fairly limited. These factors are crucial, given their documented influence on the practical application of games in programming. This study seeks to explore the variables that impact the motivation and enjoyment of primary school students in learning programming. Surveying 108 participants, a multiple linear regression analysis identified positive effects of enjoyment and social influence on students’ motivation. Conversely, self-efficacy demonstrated no direct effect on motivation. Additionally, the results indicated a positive correlation between primary school students’ self-efficacy and perceived enjoyment. The research offers practical insights for educators and policymakers. Understanding the motivational factors and enjoyment levels in learning programming through gamification can guide the design of effective teaching strategies. Educators can leverage these insights to tailor approaches, emphasizing the elements that enhance enjoyment and social interaction. Policymakers should consider these results when refining curriculum guidelines, ensuring alignment with students’ motivation for a positive learning experience. Teacher training programs can incorporate these findings to better prepare educators for optimizing the gamified learning environment in programming education.

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Publication Details

Published
2025-01-01
DOI
https://doi.org/10.46793/stream25.231m
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

EXPLORING PRIMARY SCHOOL STUDENTS’ MOTIVATION AND ENJOYMENT IN LEARNING PROGRAMMING THROUGH GAMIFICATION

Suzana Đorđević, Verica Milutinović, Ivana Obradović
Educational Games and Gamification
article

EXPLORING PRIMARY SCHOOL STUDENTS’ MOTIVATION AND ENJOYMENT IN LEARNING PROGRAMMING THROUGH GAMIFICATION

Suzana Đorđević, Verica Milutinović, Ivana Obradović
article en

Abstract

Globally, a growing trend and numerous initiatives are focused on reducing the age at which programming is introduced, leading to the implementation of updated computing curriculums in many countries. In Serbia, the informatics curriculum underwent a significant transformation in the 2017/2018 academic year, gradually becoming a compulsory course throughout all grades in elementary schools. Programming, a prominently featured subject, is primarily taught through gamification. Despite this, the research investigating the coding motivation and enjoyment among primary school students in Serbia when acquiring programming skills through gamification is fairly limited. These factors are crucial, given their documented influence on the practical application of games in programming. This study seeks to explore the variables that impact the motivation and enjoyment of primary school students in learning programming. Surveying 108 participants, a multiple linear regression analysis identified positive effects of enjoyment and social influence on students’ motivation. Conversely, self-efficacy demonstrated no direct effect on motivation. Additionally, the results indicated a positive correlation between primary school students’ self-efficacy and perceived enjoyment. The research offers practical insights for educators and policymakers. Understanding the motivational factors and enjoyment levels in learning programming through gamification can guide the design of effective teaching strategies. Educators can leverage these insights to tailor approaches, emphasizing the elements that enhance enjoyment and social interaction. Policymakers should consider these results when refining curriculum guidelines, ensuring alignment with students’ motivation for a positive learning experience. Teacher training programs can incorporate these findings to better prepare educators for optimizing the gamified learning environment in programming education.

Openalex Percentile: Top 94%
Educational Games and Gamification
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