Effect of gamification in teaching programming with scratch on student engagement


Thesis Type: Postgraduate

Institution Of The Thesis: Uludağ Üniversitesi, Turkey

Approval Date: 2016

Thesis Language: Turkish

Student: AYÇA FİDAN

Supervisor: ERHAN ŞENGEL

Abstract:

The focus of this study is to explore how gamification affects student motivation, engagement and achievement in the Graphics and Animation in Education course taught using Scratch. In this context, students were made feel as if they were in a game and the course was taught based on the gamification principles during the semester. Leaderboards , badges, levels and tasks were used as the gamification elements. Scratch software was selected as the delivery medium since it is a convenient tool for designing gamification activities and tasks. The study group included 12 females and 25 males, totaling 37 who took the course during the spring semester. This is a case study research study employing qualitative data. Data were conducted through observations and semi-structered interviews throughout the semester. Semi-structured observation and interview forms prepared by the researcher were used for data collection. Results of the content analysis showed that gamification significantly affected students motivation, engagement and achievement. Gamifying the education enhanced student participation and motivation, it made the training process more fun, and as a result, it enriched the academic achievement. Findings indicate that gamification is a powerful tool for promoting motivation and participation of the course. The subjects ,which are considered as problem by students and in which students have difficulty and get bored and also avoid having duties and responsibilities ,can be gamified. It is thought that in this way the problem that student doesn't take his own learning responsibility will remove and student will realize his own knowledge and skills.