Ejel Volume14 Issue2 Article490
Ejel Volume14 Issue2 Article490
Abstract: Conventional taught learning practices often experience difficulties in keeping students motivated and engaged.
Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks
for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment
without feeling fatigue or frustration, as they would typically do with a comparable learning task. Based on this notion, the
academic community is keen on exploring methods that can deliver deep learner engagement and has shown increased
interest in adopting gamification – the integration of gaming elements, mechanics, and frameworks into non-game
situations and scenarios – as a means to increase student engagement and improve information retention. Its effectiveness
when applied to education has been debatable though, as attempts have generally been restricted to one-dimensional
approaches such as transposing a trivial reward system onto existing teaching materials and/or assessments. Nevertheless,
a gamified, multi-dimensional, problem-based learning approach can yield improved results even when applied to a very
complex and traditionally dry task like the teaching of computer programming, as shown in this paper. The presented
quasi-experimental study used a combination of instructor feedback, real time sequence of scored quizzes, and live coding
to deliver a fully interactive learning experience. More specifically, the “Kahoot!” Classroom Response System (CRS), the
classroom version of the TV game show “Who Wants To Be A Millionaire?”, and Codecademy’s interactive platform formed
the basis for a learning model which was applied to an entry-level Python programming course. Students were thus
allowed to experience multiple interlocking methods similar to those commonly found in a top quality game experience. To
assess gamification’s impact on learning, empirical data from the gamified group were compared to those from a control
group who was taught through a traditional learning approach, similar to the one which had been used during previous
cohorts. Despite this being a relatively small-scale study, the results and findings for a number of key metrics, including
attendance, downloading of course material, and final grades, were encouraging and proved that the gamified approach
was motivating and enriching for both students and instructors.
Keywords: gamification, game-based learning, learning and teaching, technology enhanced learning, virtual learning
environment, classroom response system, Kahoot, assessment, higher education
1 Introduction
According to research on the dynamics of attention spans during lectures, the typical learner’s attention
increases during the first ten minutes of lecture and diminishes after that point (Hartley and Davies, 1978).
One way to address this issue and recapture the attention of learners is by changing the environment during a
lecture, e.g., via a short break (McKeachie, 1999). This is almost the opposite of the dynamic experienced by
video gamers. The latter are kept at high levels of attention, which in some cases can last for many hours
(Green and Bavelier, 2006). They also have a distinct characteristic where they strive to be on the verge of
what Jane McGonical (2010) describes as an “epic win”. Gamers also share common factors such as urgent
optimism, social fabric, blissful productivity, and epic meaning, which in turn make them super empowered
hopeful individuals (Huang and Soman, 2013). On the other hand, when confronted with complex learning,
students are more likely to feel overwhelmed; there is no instant gratification or short term wins to keep them
engaged and motivated. A promising way to address these counterproductive feelings is to design them out
using techniques similar to ones found in successful gaming environments.
Reference this paper as Fotaris P, Mastoras T, Leinfellner R and Rosunally Y, “Climbing Up the Leaderboard: An
Empirical Study of Applying Gamification Techniques to a Computer Programming Class” The Electronic Journal
of e-Learning Volume 14 Issue 2 2016, (pp94-110) available online at www.ejel.org
Panagiotis Fotaris et al
Rather than assuming that the rapid proliferation of sophisticated technologies such as smartphones, tablets,
and laptop computers into every facet of society is the cause of student attention deficit (Griffin, 2014),
educators should be open to new possibilities to teach and educate (Squire, 2003; de Aguilera and Mendiz,
2003). Findings of independent experiments performed in secondary and higher education settings showed
that students who were subjects to learning with video games reported significant improvements in subject
understanding, diligence, and motivation (Barata et al., 2013; Coller and Shernoff, 2009; Kebritchi et al., 2008;
Lee et al., 2004; McClean et al., 2001; Squire et al., 2004).
In the same way that games help stimulate the production of dopamine, a chemical that is considered to play a
key role in motivation, affect and learning (Wimmer et al., 2014), educational techniques which access the
same methodologies could result in learning-reward cycles (Gee, 2003) by reinforcing neuronal connections
and communications during learning activity (NMC Horizon Report, 2013). Additionally, unlike the one-size-
fits-all lecture, these game-based techniques can be balanced to be appropriate to the learners’ skill level
(Koster, 2004) in order to prevent them from becoming frustrated or bored, thus allowing them to experience
“flow”, i.e., a user’s state of “optimal experience” (Barata, 2013; Chen, 2007; Csikszentmihalyi, 1990).
Gamification for learning should use game mechanics, dynamics, and frameworks to non-game processes
along the following principles, which were adapted from Self-Determination Theory (Ryan and Deci, 2000):
Relatedness – the universal need to interact and be connected with others;
Competence – the universal need to be effective and master a problem in a given environment;
Autonomy – the universal need to control one’s own life.
These elements have been shown to affect intrinsic and extrinsic motivation, which in turn can have a big
impact on student engagement and motivation (Deterding et al., 2011). Intrinsic motivation (e.g., altruism,
competition, cooperation, sense of belonging, love or aggression) is driven by an interest or enjoyment in the
task itself and inspires people to initiate an activity for its own sake (Ryan and Deci, 2000). Students who are
intrinsically motivated are more likely to engage in a task willingly, as well as work to improve their skills,
which will increase their capabilities (Wigfield et al., 2004). In contrast, extrinsic motivation comes from
outside the individual and refers to the performance of an activity in order to attain an outcome (e.g., earn
grades, levels, points, badges, awards) or to avoid punishment (Muntean, 2011). Typical extrinsic incentives
include competitions, cheering crowds, and desire to win trophies.
Individual student fatigue could be taken into account so as to determine the optimal combination of intrinsic
and extrinsic motivators; this would automatically re-captivate students and provide a rewarding break
without producing any detrimental effects. By introducing game mechanics into generally unpopular activities
such as assessments, students would enjoy the tasks first and, in the process of completing them, they would
deliver the required assessment.
However, despite the fact that gamification of education is gaining support among an increasing number of
academics who recognise that effectively designed games can stimulate large gains in productivity and
creativity among learners (NMC Horizon Report, 2014), opponents argue that what is lacking is concrete
empirical data to support or refute these theoretical claims (Annetta et al., 2009; Barata et al., 2013). Some of
the negative experiences include disappearance of collaboration among students and overstimulation of
competitiveness. The balance between learning, social collaboration, creativity, and competitiveness which is
apparent in mainstream commercial games seems to be hard to achieve in tools specifically designed for
education (Zaha et al., 2014). As a result, gamification is often reduced into a behaviour model leveraging
human need for positive reward system and instant gratification, which is applied to a traditional teacher-
centred classroom.
Annetta et al. (2009) and Britain and Liber (2004) suggest that both teachers and researchers need to evaluate
video games and gamification from an educational perspective, in order to determine whether they can be
embedded into teaching practices. Based on this notion, the present paper aspires to make a contribution to
the empirical evidence in the gamification field by designing, implementing and evaluating a gamified learning
experience in a higher education setting. This research effort tries to bridge the gap between theory and
practice, as well as to study the educational impact of gamification in a real educational setting. The specific
research questions were:
Are students who use Codecademy and play “Who Wants To Be A Millionaire?” and “Kahoot!” more
engaged in learning Python programming when compared to peers who engage in traditional class
activities?
Do students who use Codecademy and play “Who Wants To Be A Millionaire?” and “Kahoot!” develop
deeper understandings of Python programming when compared to peers engaged in more traditional
instruction?
2 Related works
The idea of using gamification for learning is not entirely new. In the 1980s Malone (1980; 1981; 1982) did
research on what makes video games attractive to players and how these aspects can be applied to education
as a means to promote student engagement and motivation. Carroll (1982) analysed the design of the seminal
text adventure “Adventure”, which in turn led him to propose redressing routine work activities in varying
“metaphoric cover stories” in order to turn them into something more intrinsically interesting, and to “urge for
a research program on fun and its relation to ease of use” (Deterding et al., 2011; Carroll and Thomas, 1982).
The new millennium saw the introduction of the terms “ludic engagement”, “ludic design”, and “ludic
activities” to describe “activities motivated by curiosity, exploration, and reflection” (Gaver et al., 2004), as
well as the emergence of a new field called “’funology’ – the science of enjoyable technology” (Blythe et al.,
2004) which was inspired by game design and studied “hedonic attributes” (Hassenzahl, 2003) or
“motivational affordances” (Zhang, 2008) of “pleasurable products” (Jordan, 2002). Related research focused
on using game interfaces and controllers in other contexts (Chao, 2001), creating “games with a purpose” in
which game play is employed to solve human information tasks (e.g., tagging images) (Ahn and Dabbish, 2008),
and exploring “playfulness” as a desirable user experience or mode of interaction.
The use of video games for educational purposes was also emphasized by the works of Prensky (2001) and Gee
(2003). Although these studies were related to game-based learning rather than gamification, their findings
form the core of gamification in education: they described the influence of game play on cognitive
development, identified 36 learning principles found in video games, and recognised potential advantages of
video games in learning such as the value of immediate feedback, self-regulated learning, information on
demand, team collaboration, and motivating cycles of expertise (Borys and Laskowski, 2013).
More recently, major corporations and organisations including Adobe (LevelUp, Jigsaw - Dong et al., 2012),
Microsoft (Ribbon Hero), IBM (SimArchitect - IBM Global Business Services, 2012), and Autodesk (GamiCAD - Li
et al., 2012) consulted with game experts to develop gamified systems that focus on keeping users engaged
while learning new software and techniques. Other successful cases of gamification in education include Khan
Academy, Treehouse, Udemy, and Duolingo, organisations that provide access to a rich library of content
(including interactive challenges, assessments and videos on several subjects) and use badges and points to
keep track of student progress. Codeacademy is an e-learning platform specialised for computer programming,
designed with gamification in mind, while Kahoot is an example of a popular game-based Classroom Response
System (CRS, also commonly known as “clicker”) (Fies and Marshall, 2006) that can be played on any device
with a browser, both in online and traditional learning environments.
In the context of higher and secondary education, gamification can be applied at vastly different scales to any
discipline. At one end is gamification at the micro-scale: individual teachers who gamify their own class
structures (Lee and Hammer, 2011) such as Lee Sheldon (2011), a professor at Rensselaer Polytechnic Institute
who turned a conventional learning experience into a game without resorting to technology by discarding
traditional grading and replacing it with earning “experience points”, while also converting homework
assignments into quests (Laster, 2010). At the other end of the scale, a charter school in New York City called
“Quest to Learn” uses game design as its organising framework for teaching and learning. Teachers collaborate
with game designers to develop playful curricula and base the entire school day around game elements
(Corbett, 2010).
To summarise, although the amount of literature on gamification in education is constantly increasing, the
wide range of course types, learning preferences, student backgrounds, and socio-economical environments
requires more systematic studies of the influence of different gamification techniques in order to assess their
efficiency (Barata et al., 2013).
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Panagiotis Fotaris et al
3 Methodology
To reach this objective faculty staff composed of three lecturers conducted a quasi-experimental study over
two consecutive academic years at the School of Computing and Technology, University of West London. The
sample included a control class (CC) of Ncon = 54 students (43 males, 11 females) who attended the FSD course
in the first year of the study, and an experimental class (EC) of Nexp = 52 students (44 males, 8 females) who
attended FSD in the second year. The participants ranged from 19 to 25 years of age. Additionally, 16 students
of the experimental group were regular gamers (31%), 28 played games occasionally (54%), and 8 did not play
video games at all (15%).
During the first year FSD followed a non-gamified approach that was similar to the one used in previous years.
The syllabus included 12 regular one-hour lectures, 12 two-hour laboratory classes, and 12 one-hour seminars.
The theoretical lectures covered Python programming concepts ranging from loops, functions, and object-
oriented programming, to GUI applications and videogame development. In laboratory classes students were
presented with a series of programming tasks that they had to complete individually during the session, with
the tutors offering occasional help. Finally, seminars were used for revision purposes and were delivered via a
combination of Q+A and typical lectures. All course materials were uploaded to the institutional Virtual
Learning Environment (Blackboard) on a weekly basis. The course evaluation consisted of 6 theoretical quizzes
(30% of total grade) and 2 mandatory assessments: a final exam (35%) and a programming project (35%).
An analysis of the student performance data at the end of the first year showed low attendance rates,
numerous late arrivals to classes, and lack of interest in the reference material (low number of downloads that
increased only before the exams period). In order to address these issues and to make FSD more fun and
engaging, teaching methods changed in the second year to incorporate gamification. Literature indicates that
educational gameplay fosters engagement in critical thinking, creative problem solving, and teamwork (NMC
Horizon Report, 2014). When students are actively engaged in the content that they are learning, there is
increased motivation, transfer of new information, and retention (Premkumar and Coupal, 2008). Additionally,
the attention span of students diminishes after the first 15-20 minutes into a lecture (Middendorf & and
Kalish, 1996). Based on these facts, while the course evaluation remained the same, the delivery of the course
was gamified as follows.
used their own digital devices (tablets, smartphones, laptops) or the class desktops to log-in to the game, enter
the game pin, and create a username that would be displayed as the game progressed. Once everyone had
joined the game, the instructor’s computer, which was connected to a large screen, displayed a set of 5 MCQs
for students to answer on their devices. Each answer was transmitted to Kahoot!’s online processing unit
(server) which analysed it and rewarded students with points according to their accuracy and response time
(Figure 1). Between each question Kahoot! showed a distribution chart of the students’ answers, thus allowing
the instructor to receive immediate feedback on whether concepts had been understood by the whole class or
required further elaboration; in the latter case, he paused the game and offered any required explanations.
Consequently, a scoreboard revealed the nicknames and scores of the top five responders, and at the end of
the game a winner was announced and received some candy as a reward.
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Panagiotis Fotaris et al
For logistic purposes the class was randomly divided into four groups of 13 students (11 male, 2 female) who
attended a separate seminar every week for a total of 12 weeks. During the first seminar each group was
randomly split into three teams of 4-5 contestants that remained the same for the duration of the course, and
then the gaming activity started as outlined below.
Each team was seated in front of the class facing the screen with their backs to the audience so that they could
not receive any unsolicited assistance. Students were then asked 15 increasingly difficult questions on Python
programming which covered a different topic every week. Since some of these questions were also scheduled
to appear in the 6 theoretical quizzes, in fairness to the team of student contestants, all other students in the
class were instructed to put away their note-taking materials for the duration of the game. This also enhanced
the perception that the class was taking a break.
Although there was no official time limit to answer a question, each game’s duration was limited to 20 minutes
in order to give all teams the opportunity to play once during the seminar. Questions were multiple-choice: 4
possible answers were given and the team had to collaborate, reach a consensus, and give a single response.
Additionally, at the beginning of each game contestants were presented with an aid of three lifelines:
Poll The Class: All students provided their answers for a particular question by raising their hands and the
percentage of each specific option as chosen by the class was displayed to the contestants.
50/50: The game eliminated two incorrect answers, thus leaving contestants with one incorrect and the
correct answer to choose from.
Ask A Friend: Contestants had 30 seconds to read the question and answer choices to a non-team
classmate, who in turn had the remaining time to offer input.
After viewing a question, the team could respond in one of three ways:
Refuse to answer the question, quit the game, and retain all points earned up to that point.
Answer the question and, if their answer was correct, earn points and continue to play, or lose all points
earned to that point and end the game if incorrect. However, the $5,000 and $100,000 prizes were
guaranteed: if a team got a question wrong above these levels, then the prize dropped to the previous
guaranteed prize.
Use a lifeline (Ask A Friend, Poll The Class, or 50/50).
The game ended when the contestants answered a question incorrectly, decided not to answer a question, or
answered all questions correctly (Figure 4). All answers to each question were conscientiously reviewed for the
entire class as the game proceeded. This discussion of the relative merits of the various provided answers was
an integral part of the learning process that took place during the execution of the game.
In the first laboratory session instructors created an “FSD Class” containing 36 lessons of Codecademy’s Python
track that were mapped to the syllabus of FSD. Students were then asked to sign up and create a pupil
account, which was used to enrol them to the FSD class. From that point lab sessions proceeded as follows:
every weekly session began with a five-minute introduction to the exercises for the day, and then students
were required to complete a certain number of Codecademy lessons based on the topics that had been
covered until then. Each lesson was broken down into bite-sized chunks and comprised practical exercises
accompanied by notes that explained the programming techniques and terms used. After reading the exercise
instructions, students would type in their Python code to the code window, submit their code for execution,
and see its output in a separate window (Figure 5). If the code were erroneous, they would receive an error
message and would have to try again. Once they managed to solve the exercise, they would earn points and
proceed to the next lesson. Students who were not able to finish on time could continue the lessons
independently and at their own pace at home, while students who finished early and wished to further their
programming skills were provided with additional exercises.
4 Results
To ensure that the gamified approach encouraged students’ active participation in the educational process,
formative and summative assessments of student engagement were performed using the following methods
(Jennings and Angelo, 2006):
Observation of student behaviour;
Online survey exploring the effects of gamification in the classroom;
Students’ self-report of activity through focus groups and semi-structured interviews;
Collection of administrative data such as student attendance, late arrivals to class, number of reference
material downloads, completion rate of lab exercises, and academic performance.
Class attendance
50
40
Number of Students
30
20
10
0
1 2 3 4 5 6 7 8 9 10 11 12
Week
Weekly downloads
130
120
110
100
90
Number of Downloads
80
70
60
50
40
30
20
10
0
1 2 3 4 5 6 7 8 9 10 11 12
Week
Both Kahoot! and WWTBAM serve as an opportunity for instant application of knowledge and reinforcement
of learning outcomes. They allow common programming language misconceptions to be revealed and
explored, while also using similar game mechanisms to make students feel good about their accomplishments
and overcome their personal records.
More specifically, Kahoot! provides students with the opportunity for self-assessment through a fun and
engaging atmosphere, which allows them to master new programming concepts relatively quickly. It is a great
tool for learning terminology and can be also used to introduce a topic, as it can help instructors discover what
the students already know and where they should focus their instruction on. Additionally, the findings are
comparable to those from other studies which show that the use of CRS increases students’ attendance,
attentiveness, enthusiasm, confidence, and in-class participation (Duncan, 2005; Suchman et al, 2006; Bullock
et al. 2003; Roschelle et al., 2004; Wit, 2003). As for WWTBAM, it requires students to compare and discuss
their answers with their teammates in order to come to a consensus regarding the answer, thus improving
communication efficiency and honing important employability skills such as problem solving, critical thinking,
and collaboration. In both games students not only reported more enjoyment in their class, but also stated
that confidence in their own learning had grown, while instructors noticed an increase in their own ability to
respond to students’ misconceptions.
This mix of individual and group competition in the classroom catered to the needs of diverse students, some
of which preferred to initially develop their coding skills alone while others performed better in groups. As the
semester progressed though, it was noticed that the students’ engagement decreased slowly in the Kahoot!
sessions; on the other hand, the engagement for WWTBAM remained unchanged. This could be attributed to
the fact that students competing at individual level in Kahoot! began to lose interest once they trailed behind
in the leaderboard. Another concern from the teaching staff’s point of view was the limited length of the
multiple-choice questions and answers in both games, which made their authoring quite challenging.
The use of Codecademy’s points and badges as the sole motivator for completing the practical exercises also
provided some interesting insights. Although students were intrinsically motivated to complete their exercises
and generally performed better than their CC peers, they expressed some concerns about the lesson contents,
saying that some lessons were not always a good fit to the FSD syllabus, lacked clear instructions, and had
ambiguous explanations and vague error messages. As a result, students who struggled on a particular aspect
of programming due to the poor quality of that particular set of lessons tended to associate that aspect with
being difficult to grasp and master, when it was not necessarily so. A possible yet rather demanding solution to
this problem would be to provide students with a more personalised experience by developing lessons
specifically for the FSD syllabus. Additionally, data analytics could be used to identify which programming
concepts are more challenging for students, so as to give the latter opportunities for more practice.
Whilst the results are encouraging, the authors acknowledge that the limited nature of this study does not
preclude the possibility that the improvements in student engagement are simply the result the short-term
“novelty” factors generally associated with the introduction of new technology and learning techniques.
Further study is needed to assess whether the increased student engagement suggested by these methods is
sustainable and applicable to other subjects.
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