Spelifiering som verktyg för programmeringsundervisning i gymnasiet

Detta är en Kandidat-uppsats från KTH/Skolan för elektroteknik och datavetenskap (EECS)

Sammanfattning: Gamification involves the use of game design features and methods in non-game situations to increase engagement and motivation, this is used within media technology and interaction design. Gamification has been used in a variety of fields, including marketing, productivity, healthcare, and education. In the field of education, gamification has been used to motivate students to learn new subjects or concepts. However, there has been both criticism and praise regarding the use of gamification in non-game contexts. This bachelor thesis examines how high school students get motivated to study programming using a gamified digital platform. The aim of the study is to determine whether gamification in the classroom affects students' motivation to learn programming. The study examines the motivation of high school students (aged 15-16) with basic programming abilities. The specific platform tested in this study includes challenges at various levels. The thesis does not examine multiple gamification approaches, but rather evaluates an existing platform. The results of the study indicate that the majority of students experienced a positive impact on their motivation towards programming when using the platform. Students who were not initially motivated to programming in particular, became more motivated to learn programming. Some participants did however not find the platform motivating. The limited number of participants hinders the generalizability of the findings. Discussions with the teacher revealed concerns about students struggling with tasks despite prior instruction, suggesting potential issues with the platform's implementation of gamification. The study's short duration limited the assessment of the platform's true effectiveness. Further research is needed to explore the long-term effects of the learning platform and address potential areas of improvement in order to create a more integrating gamification implementation on the platform.

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