Gamification's Efficacy in Enhancing Students' HTML Programming Skills and Academic Achievement Motivation

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Title: Gamification's Efficacy in Enhancing Students' HTML Programming Skills and Academic Achievement Motivation
Authors: Dhaifallah Saleh Alsuhaymi (ORCID 0000-0001-5043-1229), Ohood Mohammed Alotaibi (ORCID 0000-0003-2163-358X)
Source: Journal of Education and e-Learning Research. 2023 10(3):397-407.
Availability: Asian Online Journal Publishing Group. 244 Fifth Avenue Suite D42, New York, NY 10001. Fax: 212-591-6094; e-mail: info@asianonlinejournals.com; Web site: http://www.asianonlinejournals.com
Peer Reviewed: Y
Page Count: 11
Publication Date: 2023
Document Type: Journal Articles
Reports - Research
Education Level: Grade 10
High Schools
Secondary Education
Descriptors: Gamification, Programming, Academic Achievement, Student Motivation, Skill Development, Educational Strategies, Foreign Countries, Grade 10, Females, High School Students, Teaching Methods, Technology Education
Geographic Terms: Saudi Arabia
ISSN: 2518-0169
2410-9991
Abstract: This study aims to demonstrate the efficacy of gamification in developing HTML programming skills and academic achievement motivation for 10th-grade students. Despite the significance of computer programming in developing students' thinking, many students still need more motivation to learn it. One of the entertaining strategies of computer programming is gamification. The study used a quasi-experimental design for two groups. The experimental group (N=18) was taught by gamification and the control group (N=17) was taught by the traditional teaching method. The researcher conducted a pre-test to determine the equivalence between groups using a valid and reliable practical test and scale. After three-weeks of teaching, the same test and scale were applied to compare the groups. The result showed statistical differences between the two groups in favor of the experimental group in programming skills and all academic achievement motivation dimensions. This study recommended that using gamification in teaching programming languages to students at different stages would help computer teachers. More research should be conducted to investigate the impact of gamification on teaching different programming languages.
Abstractor: As Provided
Entry Date: 2024
Accession Number: EJ1408099
Database: ERIC
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  Data: Gamification's Efficacy in Enhancing Students' HTML Programming Skills and Academic Achievement Motivation
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  Data: <searchLink fieldCode="AR" term="%22Dhaifallah+Saleh+Alsuhaymi%22">Dhaifallah Saleh Alsuhaymi</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0001-5043-1229">0000-0001-5043-1229</externalLink>)<br /><searchLink fieldCode="AR" term="%22Ohood+Mohammed+Alotaibi%22">Ohood Mohammed Alotaibi</searchLink> (ORCID <externalLink term="https://orcid.org/0000-0003-2163-358X">0000-0003-2163-358X</externalLink>)
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  Data: <searchLink fieldCode="SO" term="%22Journal+of+Education+and+e-Learning+Research%22"><i>Journal of Education and e-Learning Research</i></searchLink>. 2023 10(3):397-407.
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  Data: Asian Online Journal Publishing Group. 244 Fifth Avenue Suite D42, New York, NY 10001. Fax: 212-591-6094; e-mail: info@asianonlinejournals.com; Web site: http://www.asianonlinejournals.com
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  Data: Y
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  Data: 11
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  Data: 2023
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  Data: Journal Articles<br />Reports - Research
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  Data: <searchLink fieldCode="EL" term="%22Grade+10%22">Grade 10</searchLink><br /><searchLink fieldCode="EL" term="%22High+Schools%22">High Schools</searchLink><br /><searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink>
– Name: Subject
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  Data: <searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Programming%22">Programming</searchLink><br /><searchLink fieldCode="DE" term="%22Academic+Achievement%22">Academic Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Motivation%22">Student Motivation</searchLink><br /><searchLink fieldCode="DE" term="%22Skill+Development%22">Skill Development</searchLink><br /><searchLink fieldCode="DE" term="%22Educational+Strategies%22">Educational Strategies</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Grade+10%22">Grade 10</searchLink><br /><searchLink fieldCode="DE" term="%22Females%22">Females</searchLink><br /><searchLink fieldCode="DE" term="%22High+School+Students%22">High School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Teaching+Methods%22">Teaching Methods</searchLink><br /><searchLink fieldCode="DE" term="%22Technology+Education%22">Technology Education</searchLink>
– Name: Subject
  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22Saudi+Arabia%22">Saudi Arabia</searchLink>
– Name: ISSN
  Label: ISSN
  Group: ISSN
  Data: 2518-0169<br />2410-9991
– Name: Abstract
  Label: Abstract
  Group: Ab
  Data: This study aims to demonstrate the efficacy of gamification in developing HTML programming skills and academic achievement motivation for 10th-grade students. Despite the significance of computer programming in developing students' thinking, many students still need more motivation to learn it. One of the entertaining strategies of computer programming is gamification. The study used a quasi-experimental design for two groups. The experimental group (N=18) was taught by gamification and the control group (N=17) was taught by the traditional teaching method. The researcher conducted a pre-test to determine the equivalence between groups using a valid and reliable practical test and scale. After three-weeks of teaching, the same test and scale were applied to compare the groups. The result showed statistical differences between the two groups in favor of the experimental group in programming skills and all academic achievement motivation dimensions. This study recommended that using gamification in teaching programming languages to students at different stages would help computer teachers. More research should be conducted to investigate the impact of gamification on teaching different programming languages.
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  Data: 2024
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  Data: EJ1408099
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RecordInfo BibRecord:
  BibEntity:
    PhysicalDescription:
      Pagination:
        PageCount: 11
        StartPage: 397
    Subjects:
      – SubjectFull: Gamification
        Type: general
      – SubjectFull: Programming
        Type: general
      – SubjectFull: Academic Achievement
        Type: general
      – SubjectFull: Student Motivation
        Type: general
      – SubjectFull: Skill Development
        Type: general
      – SubjectFull: Educational Strategies
        Type: general
      – SubjectFull: Foreign Countries
        Type: general
      – SubjectFull: Grade 10
        Type: general
      – SubjectFull: Females
        Type: general
      – SubjectFull: High School Students
        Type: general
      – SubjectFull: Teaching Methods
        Type: general
      – SubjectFull: Technology Education
        Type: general
      – SubjectFull: Saudi Arabia
        Type: general
    Titles:
      – TitleFull: Gamification's Efficacy in Enhancing Students' HTML Programming Skills and Academic Achievement Motivation
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          Name:
            NameFull: Dhaifallah Saleh Alsuhaymi
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          Name:
            NameFull: Ohood Mohammed Alotaibi
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          Dates:
            – D: 01
              M: 01
              Type: published
              Y: 2023
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              Value: 2518-0169
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              Value: 2410-9991
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            – TitleFull: Journal of Education and e-Learning Research
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