An Empirical Investigation on the Effects of Gamifying an Online Judge in an Introductory Programming Course

Authors

  • Ralph B. S. Ribeiro Universidade Federal do Amazonas
  • Leandro S. G. Carvalho Universidade Federal do Amazonas
  • David B. F. Oliveira Universidade Federal do Amazonas
  • Elaine H. T. de Oliveira Universidade Federal do Amazonas
  • Marcela Pessoa Universidade do Estado do Amazonas

DOI:

https://doi.org/10.5753/rbie.2020.28.0.461

Keywords:

Gamification, Introductory Programming, Gamified Online Judge

Abstract

CONTEXT. This paper presents a gamified online judge developed to motivate non-major freshmen in programming classes (CS1). The system was applied in 11 classes of different engineering and science programs of Federal University of Amazonas throughout the first academic term of 2017. OBJECTIVE. The main objective of this study is to assess the impact of this gamified online judge in a CS1 course on student performance, motivation, experience and learning perception. METHOD. A quasi-experiment was carried out with the aim of measuring the influence of the gamified system on student performance, by statistically comparing the data of 2017/1 (with gamification) to 2016/1 (without gamification). In addition, in 2017/1 classes, a qualitative questionnaire was applied to measure students' perceptions on three components: motivation, user experience and learning perception. RESULTS. There was a significant increase in the final grade of CS1 among non-dropout students which did not depend on the reported previous experience in programming, but focused more on first-time students. In addition, there was an increase in the number of logins, number of code tests and IDE usage time. There was no significant difference in the number of correct exercises, but there was a reduction in variance, especially among students with lower performance. Also, in the experimental classes, there was a decrease in the association between the Enem Mathematics test score and the performance in programming. Regarding students’ perceptions of the three components of qualitative analysis, most responses were positive. CONCLUSIONS. Although the dropout rate of CS1 has increased during the academic term in which the gamified online judge was used, the results reinforce the evidence about the potential of gamification in motivating programming learning.

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Published

2020-06-02

How to Cite

RIBEIRO, R. B. S.; CARVALHO, L. S. G.; OLIVEIRA, D. B. F.; DE OLIVEIRA, E. H. T.; PESSOA, M. An Empirical Investigation on the Effects of Gamifying an Online Judge in an Introductory Programming Course. Brazilian Journal of Computers in Education, [S. l.], v. 28, p. 461–490, 2020. DOI: 10.5753/rbie.2020.28.0.461. Disponível em: https://journals-sol.sbc.org.br/index.php/rbie/article/view/3952. Acesso em: 7 jul. 2024.

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