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 |
| 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 |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://eric.ed.gov/contentdelivery/servlet/ERICServlet?accno=EJ1408099 Name: ERIC Full Text Category: fullText Text: Full Text from ERIC |
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| Header | DbId: eric DbLabel: ERIC An: EJ1408099 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Gamification's Efficacy in Enhancing Students' HTML Programming Skills and Academic Achievement Motivation – Name: Author Label: Authors Group: Au 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>) – Name: TitleSource Label: Source Group: Src 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. – Name: Avail Label: Availability Group: Avail 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 – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 11 – Name: DatePubCY Label: Publication Date Group: Date Data: 2023 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce 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 Label: Descriptors Group: Su 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. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2024 – Name: AN Label: Accession Number Group: ID Data: EJ1408099 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1408099 |
| 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 Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Dhaifallah Saleh Alsuhaymi – PersonEntity: Name: NameFull: Ohood Mohammed Alotaibi IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2023 Identifiers: – Type: issn-print Value: 2518-0169 – Type: issn-electronic Value: 2410-9991 Numbering: – Type: volume Value: 10 – Type: issue Value: 3 Titles: – TitleFull: Journal of Education and e-Learning Research Type: main |
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