Gamification and Computational Thinking in Education: A systematic literature review (original) (raw)

Gamification in Education: Enhancing Learning Experience for Computer Science Students

International Journal For Multidisciplinary Research

A developing topic called gamification uses game elements in non-gaming contexts to improve learning possibilities for computer science students. Because it can enhance educational outcomes, student engagement, and motivation, it has gained popularity in computer science teaching. This study looks at how well gamification works in technical courses, how it affects students' academic achievement, and what gamification strategies are most helpful. The paper outlines ways that gamification might encourage critical thinking, innovation, and teamwork. It looks at various gamification strategies, methodologies, frameworks, and pertinent case studies in computer science education.The paper concludes with recommendations for effectively implementing gamification strategies in computer science curricula, paving the way for future research and innovation.

Implications of Gamification in Learning Environments on Computer Sci- ence Students: A Comprehensive Study

Computer science has one of the most considerable gender disparities in science, technology, and engineering. The number of female students choosing computer science as their major remains underrepresented regardless of recent efforts. Some noted reasons behind this statistic are challenges in the curriculum that lessen students' motivation in CS majors , for example, programming courses are often identified as being negatively viewed by students and cited as requiring more practice . Yet, about 500,000 computing positions remain vacant in the US ("The state of K-12 computer science", 2016), and many nations need more computer scientists. Therefore, the underrepresentation of women in computer science is an important topic that has begun to garner university program's attention. This shortage of computer scientists has prompted the computing community and education researchers to be more reflective about current practices in order to try to attract and retain more students, especially women, to keep pace with industry demands. As such, researchers have explored various engagement strategies in the field of computer science. One of the strategies with increased attention in the last two decades is the idea of gamification.

GAMIFICATION: POTENTIALS AND CHALLENGES IN TEACHING AND LEARNING IN SCIENCE

Educational technology plays an important part in the growth of education in the 21 st century. Yet the absence of infusion between technology and education in schools, has led to the de-motivation among many students and teachers with the current education system. Therefore with the evolution in technology, especially with the arrival of android devices, interaction with games has been on the rise; making it a daily routine and addictive part of people"s lives. By using the game design elements in non-game contexts, gamification is created. These elements are points, badges and leader board. In the corporate world, gamification has been used as a motivational pull in achieving goals. These qualities relate to the instigators of motivation; purpose, autonomy and mastery. So we can deduce that the capabilities of game in causing a change in human lives go beyond its intended purpose of fun. As students are familiar with the usage of technology, infusing gamification to improve teaching and learning in schools may reap favourable results. Yet there has been lacking research in the effectiveness of gamification in learning and teaching. This creates an opening for a research to be carried out in this field. The aim of this paper is to explore the potentials as well as challenges of using gamification to enhance the teaching and learning in Malaysia schools.

Position Paper: Gamification in the Learning Process

International Journal of Online and Biomedical Engineering (iJOE)

Recently, learning environments have transformed from traditional, lecture-based learning environments to team-based, experiential and problem based learning to prepare learners for a more complex and collaborative world. One teaching approach that embodies these essential characteristics of learning is gamification. Gamification is the application of gamified thinking and game mechanics to solve problems and increase engagement (Çeker & Özdam, 2017). Gamification is characterized by its ability to achieve cognitive, emotional, and behavioural effects by giving students opportunities to improve their critical thinking skills, arouse their feelings of curiosity, and increase active participation, respectively. However, giving consideration to gamification as an approach for education and learning is still a controversial subject. It is our position of this paper that as educators, we believe that gamification engages learners, motivates them to learn, satisfy their needs, and transfe...

Gamification: Cognitive Impact and Creating a Meaningful Experience in Learning

Evolution in technology has ushered in games consoles, android devices and computer games into our daily lives. The applications has contributed to the rise of interaction with games; making it an addictive part of people's lives. By using the game design elements in non-game contexts, gamification is created. Although gamification has been surging in many fields, due to its effectiveness in engaging and attracting the users, it remains unclear whether a meaningful gamification able to influence the users' cognitive processing capabilities, especially in the field of education. Therefore this paper looks into several studies carried out in games, gamification in cognitive element, and discuss about improving students' cognition and creating a meaningful gamification in learning science and mathematics.

Position Paper : Gamification in Education ” : sResearcher

2021

Gamification is a very important topic, especially in light of the field of scientific openness. It refers to the use of game mechanics and game elements in a non-game context. Recently it has taken a significant amount of attention and has been applied in a wide range of fields in order to motivate and engage people in performing certain activities and solving different problems. Our position in this paper is that gamification in education is an approach for encouraging learners' motivation and engagement by incorporating game design principles in the learning environment, which facilitates students' learning.

Trends and gaps in empirical research on gamification in science education: A systematic review of the literature

Contemporary Educational Technology

Digital technology development has led to the creation of various learning options in the science education field. Technology such as gamification has been used in several science areas, uncovering diverse benefits regarding its usage. However, more research is needed to understand how gamification enhances students learning in science fields. Therefore, this study review presented an overview of gamification usage in the science education field literature and focused on research indexed in several international databases. 31 studies were included for review. The results showed that most of the studies presented positive outcomes as gamification proved to be effective with science education students. The study also indicated that most gamification studies were mostly used to enhance students’ learning skills in science education. The results of this study provide valuable data regarding technology techniques to enhance students’ skills in science education. Further research is neede...

Gamification: The Next Evolution of Education

2018

Education is as effective as learning. Research has shown that learning when experienced is better. Experiencing learning through games can be better. This article inquires whether gamification of content improves learning. For administering this inquiry, a game is designed taking learning content from a course of geography in the curriculum of school students. Using this, findings from a preliminary experimental study conducted across 8-9 year old students of the school in question show that learning, in terms of being able to recall the topics understood, is better for the group that learnt through gamified content. Analysis of data through measures of central tendency across groups is indicative of this improvement. We present our game-based learning environment and findings in this context.