Social Learning and Gamification Strategies for Optimizing Online Learning in a Computer Science Course

This paper investigates the effectiveness of social and gamified learning strategies to assess their impact on computer science education, using a comparative analysis between the Moodle and Quizizz platforms. Gamified learning, with its interactive and competitive elements, is an ideal tool for fostering engagement and collaboration in social learning. The hypothesis of this study is that the integration of social and gamified elements can significantly improve student performance and motivation in computer science education. Group 1 took a traditional Moodle course without social interaction, Group 2 used Moodle with additional social interaction features, and Group 3 engaged with a gamified learning platform with integrated social interaction. Each group’s unique online learning environment aimed to provide nuanced insights with implications for educators, institutions and policymakers seeking to improve the effectiveness of computer science education in the digital landscape. The results of the study show a positive correlation between the implementation of gamification and increased student motivation, which ultimately translates into improved pass rates.

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Publication Details

Journal
International Journal of Engineering Pedagogy (iJEP)
Published
2025-04-16
DOI
https://doi.org/10.3991/ijep.v15i3.54101
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Social Learning and Gamification Strategies for Optimizing Online Learning in a Computer Science Course

Khalifa Mansouri, Hiba Gharbaoui, Franck Poirier
International Journal of Engineering Pedagogy (iJEP)
Educational Games and Gamification
article

Social Learning and Gamification Strategies for Optimizing Online Learning in a Computer Science Course

Khalifa Mansouri, Hiba Gharbaoui, Franck Poirier
article en

Abstract

This paper investigates the effectiveness of social and gamified learning strategies to assess their impact on computer science education, using a comparative analysis between the Moodle and Quizizz platforms. Gamified learning, with its interactive and competitive elements, is an ideal tool for fostering engagement and collaboration in social learning. The hypothesis of this study is that the integration of social and gamified elements can significantly improve student performance and motivation in computer science education. Group 1 took a traditional Moodle course without social interaction, Group 2 used Moodle with additional social interaction features, and Group 3 engaged with a gamified learning platform with integrated social interaction. Each group’s unique online learning environment aimed to provide nuanced insights with implications for educators, institutions and policymakers seeking to improve the effectiveness of computer science education in the digital landscape. The results of the study show a positive correlation between the implementation of gamification and increased student motivation, which ultimately translates into improved pass rates.

International Journal of Engineering Pedagogy (iJEP)Vol. 15(3)
Université de Bretagne Sud (FR), University of Hassan II Casablanca (MA)
Openalex Percentile: Top 92%
Educational Games and Gamification
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