Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses
Abstract
:1. Introduction
1.1. Research Questions
- RQ1: Are there learning differences by gender when applying gamification techniques?
- RQ2: Are there gender differences in motivation levels when applying gamification in terms of enjoyment (a), usefulness (b), and satisfaction (c)?
- RQ3: Are there gender differences in ease-of-use levels when applying gamification regarding correct usage (a) and comfort (b)?
1.2. Document Structure
2. Literature Review
2.1. Gamification
- Scores: This is one of the most common elements in gamification. They involve rewarding user points for performing specific desired actions in a gamified system [28]. Studies utilizing scores demonstrate positive effects, as seen in [29], where implementation of a scoring system in a programming course increased student motivation and engagement with learning. Furthermore, the obtained score correlated with academic performance. In the study by [30], it is noted that scores generate a positive feedback loop by providing users with instant information about their performance. This reinforces desired behavior in the learning process. However, placing too much emphasis on scores may foster unhealthy student competition. Focusing on skill mastery rather than score accumulation is recommended [31].
- Leaderboards: These correspond to ranking boards that publicly display a sorted list of participants based on their performance in a specific activity. In learning, leaderboards allow students to see how they compare to their peers in academic tasks. Studies have shown that leaderboards can positively affect student motivation and engagement. For instance, in [7], a leaderboard was implemented in a university programming course, and it was found that students performed 28% more voluntary tasks when a leaderboard was visible. Students reported that it motivated them to track and compare their progress. In the case of [32], a study with computer science students demonstrated that leaderboards stimulated healthy competition among peers and helped improve participation in programming tasks. Additionally, [31] implemented leaderboards and observed increased student motivation, satisfaction, and commitment. However, some studies warn about the potential adverse effects of excessive competition promoted by leaderboards, such as anxiety and reduced collaboration among students. A systematic review by [33] identified a performance loss as the most common adverse effect, with leaderboards being the most cited game design element associated with adverse effects. Therefore, it is essential to implement leaderboards carefully, balancing them and aligning them with pedagogical objectives. In our case, the leaderboard is automatically constructed based on the cumulative scores of students.
2.2. Use of Gamification in Education
2.3. Difficulty in Learning Programming
2.4. Gamification and Computer Programming
2.5. Learning Differences by Gender
2.6. Differences in Learning Programming Using Gamification by Gender
3. Experimental Design
3.1. Test Subjects
3.2. Contents
- LO1: Students recognize the technical terminology of the Java language to program algorithmic solutions to fundamental mathematical problems.
- LO2: Students understand using control and iterative structures in Java to program algorithmic solutions to fundamental business problems.
- LO3: Students integrate one-dimensional arrays into algorithmic solutions in Java to provide solutions to fundamental business problems.
3.3. Process
- At moment 1, the material associated with the content is available in Moodle five days before moment 2.
- At moment 2, a face-to-face session is held to provide an introductory overview of the content available and resolve students’ conceptual doubts. At this moment, the content is not explained, nor are the students taught the content related to the study. All students (experimental and control groups) participated in this activity, including those who later decided not to continue studying.
- At moment 3, a pre-test is administered to both groups, with 21 questions divided into seven for each learning objective. The test applied was the same for the entire sample of students; the time available to answer the test was 30 min. In addition, an acceptance test based on TAM (Technology Acceptance Model) is taken.
- At moment 4, students must generate a list of questions and answers to be applied in a “Rosco” (wheel) format. The students develop these questions collaboratively in an autonomous flipped class modality. The teacher later consolidates and reviews this list. The teacher corrects the questions, which become part of the question bank for the gamified activity.
- At moment 5, the students are divided into experimental and control groups, and use the tool according to their assigned group; the time allotted for this stage is fourteen days, during which students can freely access the activity according to their frequency and schedule.
- At moment 6, a test is conducted again with the same number of questions, assigned time, and difficulty as the initial test. In addition, an acceptance test based on TAM is taken.
3.4. Instruments
- Did you like playing a game to practice programming?
- Did you find the tool useful to learn programming?
- Could you use the tool correctly?
- Did you feel satisfied with your results with the tool?
- Did you feel comfortable with the tool?
3.5. Software Tool
- Word wheel: The objective is for the student to provide answers related to specific vocabulary associated with a letter of the alphabet, for example: “Begins with the letter C and corresponds to a procedure to transform a primitive variable from one type to another”. The wheel is completed as the student answers the questions.
- Matching columns: In this case, definitions or questions are matched with their respective solution or answers. For example: “Java reserved word that allows declaring an integer number value” is compared with “int”.
- Tests: This is the most conventional activity used, but it allowed us greater versatility in questions, such as detecting code errors and definition of calculations, among other benefits. The questions and four correct alternative answers were posed, from which the student had to select one. An example question was: “What is the correct way to determine the VAT (Value Added Tax) calculation?”; the alternatives presented were “(a) int vat = sales * 0.19; (b) int vat = sales * 0.19; (c) double vat = sales * 0.19; (d) double vat = (int) sales * 0.19”.
4. Results
4.1. Learnings
4.2. Motivational Perceptions
4.3. Ease-of-Use Perceptions
5. Discussion
5.1. Learning
5.2. Motivational Perceptions
5.3. Perceptions of Ease of Use
5.4. Limitations
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Dependent Variable: Difference | ||||
---|---|---|---|---|
Sex | Condition | Mean | Std. Deviation | N |
Female | Not Gamified | 0.27 | 0.10 | 16 |
Gamified | 0.17 | 0.17 | 15 | |
Total | 0.22 | 0.15 | 31 | |
Male | Not Gamified | 0.16 | 0.17 | 14 |
Gamified | 0.23 | 0.17 | 17 | |
Total | 0.20 | 0.17 | 31 | |
Total | Not Gamified | 0.22 | 0.14 | 30 |
Gamified | 0.20 | 0.17 | 32 | |
Total | 0.21 | 0.16 | 62 |
Condition | No | Yes | Total | |||||
---|---|---|---|---|---|---|---|---|
N | % | N | % | N | % | |||
Not Gamified | Sex | Female | 5 | 50.00% | 11 | 55.00% | 16 | 53.30% |
Male | 5 | 50.00% | 9 | 45.00% | 14 | 46.70% | ||
Total | 10 | 100.00% | 20 | 100.0% | 30 | 100.00% | ||
Gamified | Sex | Female | 7 | 77.80% | 8 | 34.80% | 15 | 46.90% |
Male | 2 | 22.20% | 15 | 65.20% | 17 | 53.10% | ||
Total | 9 | 100.00% | 23 | 100.00% | 32 | 100.00% | ||
Total | Sex | Female | 12 | 63.20% | 19 | 44.20% | 31 | 50.00% |
Male | 7 | 36.80% | 24 | 55.80% | 31 | 50.00% | ||
Total | 19 | 100,00% | 43 | 100.00% | 62 | 100.00% |
Condition | No | Yes | Total | |||||
---|---|---|---|---|---|---|---|---|
N | % | N | % | N | % | |||
Not Gamified | Sex | Female | 5 | 55.60% | 11 | 52.40% | 16 | 53.30% |
Male | 4 | 44.40% | 10 | 47.60% | 14 | 46.70% | ||
Total | 9 | 100.00% | 21 | 100.00% | 30 | 100.00% | ||
Gamified | Sex | Female | 8 | 80.00% | 7 | 31.80% | 15 | 46.90% |
Male | 2 | 20.00% | 15 | 68.20% | 17 | 53.10% | ||
Total | 10 | 100.00% | 22 | 100.00% | 32 | 100.00% | ||
Total | Sex | Female | 13 | 68.40% | 18 | 41.90% | 31 | 50.00% |
Male | 6 | 31.60% | 25 | 58.10% | 31 | 50.00% | ||
Total | 19 | 100.00% | 43 | 100.00% | 62 | 100.00% |
Condition | No | Yes | Total | |||||
---|---|---|---|---|---|---|---|---|
N | % | N | % | N | % | |||
Not Gamified | Sex | Female | 0 | 0.00% | 16 | 55.20% | 16 | 53.30% |
Male | 1 | 100.00% | 13 | 44.80% | 14 | 46.70% | ||
Total | 1 | 100.00% | 29 | 100.00% | 30 | 100.00% | ||
Gamified | Sex | Female | 10 | 55.60% | 5 | 35.70% | 15 | 46.90% |
Male | 8 | 44.40% | 9 | 64.30% | 17 | 53.10% | ||
Total | 18 | 100.00% | 14 | 100.00% | 32 | 100.00% | ||
Total | Sex | Female | 10 | 52.60% | 21 | 48.80% | 31 | 50.00% |
Male | 9 | 47.40% | 22 | 51.20% | 31 | 50.00% | ||
Total | 19 | 100.00% | 43 | 100.00% | 62 | 100.00% |
Condition | No | Yes | Total | |||||
---|---|---|---|---|---|---|---|---|
N | % | N | % | N | % | |||
Not Gamified | Sex | Female | 0 | 0.00% | 16 | 55.20% | 16 | 53.30% |
Male | 1 | 100.00% | 13 | 44.80% | 14 | 46.70% | ||
Total | 1 | 100.00% | 29 | 100.00% | 30 | 100.00% | ||
Gamified | Sex | Female | 0 | 0.00% | 15 | 46.90% | 15 | 46.90% |
Male | 0 | 0.00% | 17 | 53.10% | 17 | 53.10% | ||
Total | 100.00% | 32 | 100.00% | 32 | 100.00% | |||
Total | Sex | Female | 0 | 0.00% | 31 | 50.80% | 31 | 50.00% |
Male | 1 | 100.00% | 30 | 49.20% | 31 | 50.00% | ||
Total | 1 | 100.00% | 61 | 100.00% | 62 | 100.00% |
Condition | No | Yes | Total | |||||
---|---|---|---|---|---|---|---|---|
N | % | N | % | N | % | |||
Not Gamified | Sex | Female | 3 | 75.00% | 13 | 50.00% | 16 | 53.30% |
Male | 1 | 25.00% | 13 | 50.00% | 14 | 46.70% | ||
Total | 4 | 100.00% | 26 | 100.00% | 30 | 100.00% | ||
Gamified | Sex | Female | 8 | 100.00% | 7 | 29.20% | 15 | 46.90% |
Male | 0 | 0.00% | 17 | 70.80% | 17 | 53.10% | ||
Total | 8 | 100.00% | 24 | 100.00% | 32 | 100.00% | ||
Total | Sex | Female | 11 | 91.70% | 20 | 40.00% | 31 | 50.00% |
Male | 1 | 8.30% | 30 | 60.00% | 31 | 50.00% | ||
Total | 12 | 100.00% | 50 | 100.00% | 62 | 100.00% |
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Mellado, R.; Cubillos, C.; Vicari, R.M.; Gasca-Hurtado, G. Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses. Appl. Sci. 2024, 14, 7933. https://doi.org/10.3390/app14177933
Mellado R, Cubillos C, Vicari RM, Gasca-Hurtado G. Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses. Applied Sciences. 2024; 14(17):7933. https://doi.org/10.3390/app14177933
Chicago/Turabian StyleMellado, Rafael, Claudio Cubillos, Rosa Maria Vicari, and Gloria Gasca-Hurtado. 2024. "Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses" Applied Sciences 14, no. 17: 7933. https://doi.org/10.3390/app14177933
APA StyleMellado, R., Cubillos, C., Vicari, R. M., & Gasca-Hurtado, G. (2024). Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses. Applied Sciences, 14(17), 7933. https://doi.org/10.3390/app14177933