Leveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courses

dc.contributor.affiliationMellado R., Escuela de Comercio, Pontificia Universidad Católica de Valparaíso, Valparaíso, 2340025, Chile
dc.contributor.affiliationCubillos C., Escuela de Ingeniería Informática, Pontificia Universidad Católica de Valparaíso, Valparaíso, 2340025, Chile
dc.contributor.affiliationVicari R.M., Instituto de Informática, Universidade Federal do Rio Grande do Sul, Porto Alegre, 90010-150, Brazil
dc.contributor.affiliationGasca-Hurtado G., Facultad de Ingenierías, Universidad de Medellín, Medellín, 50026, Colombia
dc.contributor.authorMellado R.
dc.contributor.authorCubillos C.
dc.contributor.authorVicari R.M.
dc.contributor.authorGasca-Hurtado G.
dc.date.accessioned2024-12-27T20:52:04Z
dc.date.available2024-12-27T20:52:04Z
dc.date.issued2024
dc.descriptionThis study investigates the differential effects of gamification on learning outcomes, motivation, and usability perceptions in an introductory programming course, focusing on gender differences. While gamification has shown promise for increasing student engagement in educational settings, its impact may vary across genders. An experimental study was conducted with 88 university students randomly assigned to gamified and non-gamified groups. Learning gains were assessed through pre- and post-tests, motivational factors were measured via questionnaires, and usability perceptions were evaluated using the Technology Acceptance Model (TAM) questionnaire. Results revealed that women learned significantly more than men in the non-gamified condition, while men outperformed women in the gamified condition. Furthermore, men reported higher enjoyment, usefulness, and comfort with the gamified tool than women. Interestingly, both genders indicated greater satisfaction with the non-gamified version. These findings contribute nuanced insights into how gamification impacts genders differently in programming education, suggesting that gamification may hinder women’s learning while modestly benefiting men. The study highlights the importance for practitioners to carefully consider gender dynamics when implementing gamified approaches, potentially offering customization options or blended techniques to optimize learning outcomes for all students in programming education. © 2024 by the authors.
dc.identifier.doi10.3390/app14177933
dc.identifier.instnameinstname:Universidad de Medellínspa
dc.identifier.issn20763417
dc.identifier.reponamereponame:Repositorio Institucional Universidad de Medellínspa
dc.identifier.repourlrepourl:https://repository.udem.edu.co/
dc.identifier.urihttp://hdl.handle.net/11407/8711
dc.language.isoeng
dc.publisher.facultyFacultad de Ingenieríasspa
dc.publisher.programIngeniería de Sistemasspa
dc.relation.citationissue17
dc.relation.citationvolume14
dc.relation.isversionofhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85203622649&doi=10.3390%2fapp14177933&partnerID=40&md5=fc26da949ffabc859cee803bf5f0eb5e
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dc.rights.accessrightsinfo:eu-repo/semantics/restrictedAccess
dc.sourceApplied Sciences (Switzerland)
dc.sourceAppl. Sci.
dc.sourceScopus
dc.subjectEngagementeng
dc.subjectGamificationeng
dc.subjectGender differenceseng
dc.subjectMotivationeng
dc.subjectProgramming educationeng
dc.subjectFederated learningeng
dc.subjectGamificationeng
dc.subjectStudentseng
dc.subjectConditioneng
dc.subjectDifferential effecteng
dc.subjectEngagementeng
dc.subjectGamificationeng
dc.subjectGender-differenceseng
dc.subjectICT educationeng
dc.subjectIntroductory programming courseeng
dc.subjectLearning outcomeeng
dc.subjectProgramming courseeng
dc.subjectProgramming educationeng
dc.subjectContrastive Learningeng
dc.titleLeveraging Gamification in ICT Education: Examining Gender Differences and Learning Outcomes in Programming Courseseng
dc.typeArticle
dc.type.localArtículo de revistaspa
dc.type.versioninfo:eu-repo/semantics/publishedVersion

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