Speaker | : | Maron Nijskens |
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Title | : | Using Gamification to Assist in Learning R Programming |
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Abstract | : | This study explores the impact of gamification on intrinsic motivation, user engagement, and perceived competence in R programming learning. Recognising the challenges often associated with programming education, this research proposes that integrating game elements could make learning more effective and enjoyable by enhancing intrinsic motivation and perceived competence. A quasi-experimental design was used, comparing a gamified learning course, including elements such as avatars, points, and badges, with a non-gamified course. These gamification elements were designed to fulfil the autonomy, competence, and relatedness needs outlined in the Self-Determination Theory. The analysis involved comparing the conditions in terms of learners’ motivation, engagement, and perceived competence. The findings indicate that the gamified method significantly improved perceived competence and autonomy, while it did not have a statistically significant effect on the need for relatedness. The scores for intrinsic motivation and user engagement were higher in the gamified group. These results suggest that gamification can significantly enhance programming education experiences, even if not all psychological needs are met. This study highlights the potential of gamification in educational settings and offers valuable insights for educators and instructional designers. It also suggests directions for future research in this area. |
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Date | : | April 2, 2024 |
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Time | : | 11:00 hrs. |
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Building/Room | : | Ravelijn 2231 |
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Graduation Committee | : | dr. Johannes Steinrücke dr. Judith ter Vrugte |
Tuesday 2 April 2024 11:00 - 12:30
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