Gamification in Software Education: A Systematic Literature review
Chu, Anh Jr (2023)
Chu, Anh Jr
2023
Bachelor's Programme in Science and Engineering
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2023-06-28
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202304284820
https://urn.fi/URN:NBN:fi:tuni-202304284820
Tiivistelmä
Context: Gamification is now used widely in education in order to improve students’ engagement, performance, satisfaction, and motivation. There contains various types of research on how to apply gamification in software education and how it affects the student
Objective: This paper will carry out a systematic literature review method to give an overall picture of the current state of gamification in software education.
Method: We conduct the review by identifying the search string and screening out the irrelevant studies by 4 research questions: How do they define gamification, in which software education context, which game elements, and what are the effects?
Results: We found 28 primary studies between 2020 to 2023. Software engineer and computer science are the most popular field in software education. They also use multiple common game elements and have positive results for students.
Conclusions: The existing research in the field shows a highly positive result in student engagement and motivation. Future research could also focus more on the performance effect and focus on other software education domains.
Objective: This paper will carry out a systematic literature review method to give an overall picture of the current state of gamification in software education.
Method: We conduct the review by identifying the search string and screening out the irrelevant studies by 4 research questions: How do they define gamification, in which software education context, which game elements, and what are the effects?
Results: We found 28 primary studies between 2020 to 2023. Software engineer and computer science are the most popular field in software education. They also use multiple common game elements and have positive results for students.
Conclusions: The existing research in the field shows a highly positive result in student engagement and motivation. Future research could also focus more on the performance effect and focus on other software education domains.
Kokoelmat
- Kandidaatintutkielmat [8307]