Gamification as motivation for learning a programming course in higher institute students (#1821)
Read ArticleDate of Conference
July 16-18, 2025
Published In
"Engineering, Artificial Intelligence, and Sustainable Technologies in service of society"
Location of Conference
Mexico
Authors
Santillana-Valdivia, Mario C.
Abstract
This study proposes gamification as a strategy to enhance motivation and performance in a programming course at a higher education institute. Many students struggle to grasp the course content, leading to over 70% achieving only average performance or failing. The proposal involved designing a gamified experience based on the course and student characteristics. A Learning Management System (LMS) was implemented to support the course, and data was collected to assess its effectiveness. The results showed that approximately 50% of the activities were completed, indicating good participation. However, less than 50% of students managed to pass them. According to student feedback, 57% agreed that gamification motivated their learning. It is concluded that gamification improved motivation, although it was not sufficient to significantly increase academic performance. Strengthening the "Altruism and Help" dynamic in the gamified experience is recommended to encourage greater student interaction and participation, which could improve task completion and overall learning.