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The Effectiveness of Gamification in Improving Student Performance for


Programming Lesson

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Kolokium Pembentangan Kertas Penyelidikan Dan Inovasi TVET Peringkat Politeknik dan Kolej Komuniti Zon Utara 2018

The Effectiveness of Gamification in Improving Student Performance for


Programming Lesson
Siti Zaimar binti Wahid
Department of Information and Communications Technology
Politeknik Balik Pulau
11000 Balik Pulau, Pulau Pinang
siti.zaimar@gmail.com / sitizaimar@pbu.edu.my

ABSTRACT I.INTRODUCTION

Nowadays, most of programming students in Higher education student at Malaysia


TVET education are passive in classrooms, has experienced a rapid phase of change
don’t have passion to studies and not interested towards the 21st century. Traditional education
with the traditional way in learning process. They is now unable to attract students anymore as
seem so much depends on their mobile phone they are fonder of their individual interests such
all the times. Thus, lecturers need to find a way as playing video games, browsing social media,
to increase their interests in learning. One of the apps on mobile phones and so forth. Students
emerging education techniques to increases nowadays have always faced distractions and
student learning motivation is to includes a time-wasters, but the cell phones, tablet and
gamification approach to assess competence. laptop are the constant stream of stimuli they
Instead of using interactive lecture and group offer, pose a profound new challenge to focusing
discussion, lecturer can increase the and learning (Richtel, 2010). Gamification has
participation of students in classroom by include been regarded as one of the important ideas to
the proportion of gamification. This research engage student learning, increase the
was participated by 53 diploma students which performance and improve the productivity
studying at the Department of Information and (Barata, 2014). Gamification is a powerful tool to
Communication Technology in Politeknik Balik take and keep people’s attention and to engage
Pulau, Pulau Pinang in December 2017 session. people with their peers and activities to reach
In the early semester, students were formed into desired outcomes. Although its name resembles
small group which consists 3-4 students for each games, in fact is games and gamification is a
group. Then, they will undergo several group different term (Gok and Brendan, 2016).
challenges during the class period every week.
This challenges will utilize some online learning Gamification is defined as the
tools such as Kahoot!, Padlet and Google Doc. application of typical elements of game playing
Each group will get their appropriate marks and (rules of play, point scoring, competition with
at the end of semester, lecturer will announce others) to other areas of activity, specifically to
the winner for all challenges in Score Board and engage users in problem solving (Oxford
give the rewards. The findings showed that Dictionary, 2018). According to Kapp (2012),
inclusion of a gamification method increased the gamification is using game-based mechanics,
interest of students in the class, increased aesthetics and game thinking to engage people,
student ambitions for success and have a motivate action, promote learning, and solve
positive impact on student motivation. Results problems. Meanwhile, David.L.(2016) described
demonstrated that gamification of teaching that the terms of gamification in education is
reform achieves outstanding effects. Students described about game thinking and principles for
participate in classroom activities positively, and education, motivation design, engagement
all evaluation grades improve compared to design, etc. Gamification is turning the learning
previous semester. By implement gamification in process as a whole into a game, while game
class, it will prove that games can’t be used to based learning is using a game as part of the
replace pedagogy, but can be used to enhance learning process (Al-Azawi, 2016). It is also does
the student engagement and overall learning not mean creating games, but making education
experience. more engaging and fun, without undermining its
credibility. Gamifying a course should not imply
Keyword – gamification, TVET, programming, trading the intrinsic motivation of students but
education rather offering combination of intrinsic with

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Kolokium Pembentangan Kertas Penyelidikan Dan Inovasi TVET Peringkat Politeknik dan Kolej Komuniti Zon Utara 2018

extrinsic motivation for a better performance with other 'players', in performing a certain task,
(Dichev et.al, 2016). otherwise known as problem solving. While
each 'game' has its own specific set of
II. GAMIFICATION MODEL behaviours it wishes to cultivate / encourage,
According to Teh. I.(2015) in his blog there are some general types that apply to the
Gamification of Learning applies the concepts of majority of 'games'. These include loyalty, which
gamification to an educational or learning refers to the continued engagement of 'players'
environment, with the goal to maximize over a period of time; or competency, which
enjoyment of learning and engage learners, thus refers to the level of mastery a 'player' will
inspiring and motivating them to continue achieve as a result of performing certain tasks.
learning. This will eventually influence learners, 'Players' may also engage in competition or
causing them to develop a desired behavior(s). cooperation with other 'players', which usually
He was proposed Gamification Model in 2015 results in more engagement. Finally, 'player'
(Figure 1) which consists Mechanics, may develop synthesis, or a combination of
Measurement, Behavior and Rewards. knowledge, skills / abilities, or attitudes, as a
According to this model, he was justifying that; result of multi-tasking.

i. Mechanics refers to the elements that iv. Reward refers to the types of incentives given
comprise Gamification. One of the key elements to 'players' for fulfilling a requirement or task in
of Gamification is storytelling, the overall grand the 'game'. There can be a multitude of rewards,
narrative that sets the 'game' in motion and both digital and/or real-world, and encourages
defines its purpose, be it a quest or an 'players' to strive to achieve them. Such rewards
adventure. The 'game' is often executed through could include recognition, such as a status, title,
the use of visual cues and interactive objects, be trophy, or badge; achievements, such as a level
it digital or in a real-world context, which aids up, filling of a progress bar, or a collection of
engagement of the 'players'. The 'game' will symbols; access, in which a 'player' is granted
often have pre-defined boundaries and goals, privileged rights to a certain area or item;
with a logical system of progression. There will valuables; which could include digital items,
often be a reward schedule of some kind, be it physical items, actual cash, or virtual currency.
incentives (rewards), or disincentives Sometimes, a reward could simply be pure
(penalties), for performance of certain tasks. enjoyment of the 'game', possibly the greatest
There may also be elements of social feedback, reward is value creation, whether it be the
wherein 'players' are able to engage with each 'player' learning something or deriving meaning
other, or with the person in charge of the 'game', from the 'game', or the 'game' is used to fulfill a
be they a trainer, developer, etc. certain objective. However, not all elements of
the Gamification of Learning needs to be
ii. Measurement refers to how progress in incorporated at all times, though theoretically,
Gamification is evaluated. There are various the more elements a 'game' has, the more
types and scales of measurements used in effective it should be.
Gamification, and a particular 'game' may utilize
one or more of these. They include reputation,
which refers to an achievement or status
attained; performance, which refers to how a
task is carried out; quality, which refers to the
level of excellence attained in a task;
completion, which refers to the degree to which
a task is fulfilled; quantity, which refers to a
numerical amount attained; time, which refers to
how quickly an action was performed, or how
quickly a task was done; meaning, which refers
to the interpretation, or learning, that a 'player' Figure 1. Gamification Model of Learning. Available from:
derives from the 'game'. http://ivanteh-
runningman.blogspot.com/2015/04/gamification-of-
iii. Behaviour refers to the desired actions which learning.html , Teh. I.(2015), [accessed Sep 10, 2018].
'players' will cultivate as a result of playing the
'game'. This is done through engagement, as a
result of 'players' interaction with the 'game', or

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Kolokium Pembentangan Kertas Penyelidikan Dan Inovasi TVET Peringkat Politeknik dan Kolej Komuniti Zon Utara 2018

III. GAMIFICATION IMPLEMENTATION IN milestones, and what students need to learn and
EDUCATION achieve by the end of each stage respectively.
These milestones make the ultimate objective
Despite having differences from serious seem more achievable and measurable, while
games, Marczhewski (2013) has stated
ensuring that obstacles within and between
gamification is using game metaphors, game
each stage are easily identifiable. Example as
elements and ideas in a context different from
that of the games in order to increase motivation Figure 4 shows the objective and breaking down
and commitment, and to influence user the learning context into different
behaviour. The statement was supported by W. stages/milestones.
Hsin-Yuan Huang.D. and Soman.D. (2013) said
that gamification is not directly associated with
knowledge and skills. Gamification affects
students’ behaviour, commitment and
motivation, which can lead to improvement of
knowledge and skills. To realize the matter, one
possible solution is to use game elements in the
learning process, then reward the efforts and
Figure 3. Example of structuring activities using
achieved results by awards, which will lead to stages/milestones. (Hsin-Yuan Huang. D., and
increased motivation for participation and Soman.D.,2013)
activity. Hsin-Yuan Huang, W., and Soman. D.
(2013) also present five-step process to
applying gamification in education in their book Next strategy is to identifying resources,
as listed below. teacher can identify which stages can be
gamified. For a stage qualify for gamification, a
currency-based tracking mechanism (unit of
Understanding the Target measurement-could be points/time/money/etc.)
Audience and the Context and rules are essential to develop levels and
provide feedback on the student’s progress.
Defining Learning
Then teacher can be applying gamification
Objectives elements with using self-elements or social-
elements. After the teacher has through these
steps, s/he will need to put it through a trial run,
Structuring the compare the results with the objectives and
Experience
adjust the elements accordingly. The accuracy
and efficiency of applying gamification to the
Identifying Resources education program will depend on the
thoroughness of implementing these steps.

i. Benefit for Students


Applying Gamifications
Elements
From psychological aspect,
psychologist Csikszentmihalyi. M.(1990) was
Figure 2. Process to Applying Gamification in Education wrote about a one state in he described as
(Hsin-Yuan Huang. D., and Soman.D.,2013)
“flow”. During flow, people typically experience
According to this strategy, teachers play gratification, immersion in the experience, are at
an important role to identifying the peak creativity and performance. Games induce
characteristics of the students involved and a state of flow which is an ideal learning state.
appropriate types of equipment and techniques Meanwhile Gutierrez (2012) state that games
to be applied. Teachers also need to recognize make us produce dopamine, a brain chemical
the level of student’s skills in order to achieve the that increases learning and stimulates our state
objectives of the prescribed learning. Next, of attention. Furthermore, in a study presented
teachers need to ensure that learning objectives at the International Forum of Educational
are clearly defined and explained to students. Technology and Society in 2005, Dicheva. et. al.
This objective will determine the learning found that by introducing gamification in
content and the type of game mechanics that will education will significantly higher engagement of
be implemented. Afterwards, teacher will students in forums, projects, and other learning
structure the activities using stages and activities; increased attendance, participation,

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Kolokium Pembentangan Kertas Penyelidikan Dan Inovasi TVET Peringkat Politeknik dan Kolej Komuniti Zon Utara 2018

and material downloads; motivate the positive  The quickest and most accurate
answer will be selected as a
effect on the quantity of students’
winner because the padlet has
contributions/answers without a corresponding a timestamp to see when they
reduction in their quality; increased percentage Padlet send the assignment
of passing students and participation in  All groups will compete to find
the answer in quickest way
voluntary activities and challenging assignments  The final marks will add to
and minimizing the gap between the lowest and Score Board by cumulative style
the top graders (Dicheva et.al.,2005).  Lecturer will provide question
for discussion
 Student will discuss and paste
IV. RESEARCH METHODOLOGY their answer to Google Docs
 Normally this application will
This research was participated by 53 give for a large-scale and long
Diploma in Digital Technology students at the Google Docs term discussion
Information and Communication Technology  Suitable for individual and group
discussion
Department at Balik Pulau Polytechnic, Penang.  Lecturer can check the most
The course involved is DFP4033 Integrative active contributor using DocuViz
Programming and Technologies which they application
 The final marks will add to
need to learn advanced Java programming Score Board by cumulative style
languages. Their grades will use to compared
with previous batches in June 2017 semester
(78 students), but did not use the gamification IV. RESULTS AND DISCUSSION
method in their teaching and learning.
After implementing a series of
At the beginning of the semester, gamification throughout the semester, grades
students were formed into small groups of 3-4 obtained by students on the final examination of
students per group. Students will undergo December 2017 was compared with the
several group challenges in the classroom each previous semester of June 2017. Table 2 and
week. This challenge will use some online Figure 4 shows comparisons in grades and
learning tools like Kahoot!, Padlet and Google percentage for both semesters.
Doc. Each group gets a score that matches the Table 2
performance of each group and at the end of the Percentage group by grade for June and Dec 2017 in
semester, the lecturer will announce the winner DFP4033 Course
for all challenges in the Score Board and gave
winner with a rewards. Session June 2017 Dec 2017
i. Gamification Implementation Grade No. of % No. Of %
Students Students
Table 1 A+ 0 0.0 0 0.0
Gamification application and implementation for Dec 2017 A 3 3.8 2 3.8
in DFP4033 Course A- 9 11.5 9 17.0
B+ 12 15.4 7 13.2
GAMIFICATION IMPLEMENTATION B 14 17.9 11 20.8
B- 14 17.9 12 22.6
 Lecturer will provide Kahoot! C+ 9 11.5 7 13.2
question each time subtopic
ends C 9 11.5 1 1.9
 Students are given time to study C- 3 3.8 2 3.8
in group before playing Kahoot! D+ 3 3.8 1 1.9
Kahoot!  During playing, lecturer will D 1 1.3 1 1.9
display the question to the E 1 1.3 0 0.0
class, students can discuss with
Total 78 100 53 100
groupmate and answer the
question using their own device
(phone/laptop)
 All groups will compete to get
highest mark
 The final marks will add to
Score Board by cumulative style
 Lecturer will provide question
for discussion
 In a group, student will discuss
and paste their answer to padlet

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Kolokium Pembentangan Kertas Penyelidikan Dan Inovasi TVET Peringkat Politeknik dan Kolej Komuniti Zon Utara 2018

25 60.0

50.0
20

40.0
15
30.0
10
20.0

5
10.0

0 0.0
A+ A A- B+ B B- C+ C C- D+ D E Cemerlang Kepujian Lulus Gagal

JUNE 2017 DEC 2017 JUNE 2017 DEC 2017

Figure 4. Percentage group by grade for June and Dec Figure 5. Percentage group by Status for June and Dec
2017 in DFP4033 Course 2017 in DFP4033 Course

Referring to Figure 4, the analysis Table 3


proved that the percentage for the number of Grade Status based on Marks, Point Average and Grade
students who got A remains for the both (Arahan-Arahan Peperiksaan dan Kaedah Penilaian,
semester, but the number for A- increased by Jabatan Pendidikan Politeknik Malaysia)
5.5%. Likewise, for overall grade B, there’s only
B + grade have a decrease of 3.2%, while B and
B- have an increase of 2.9% and 4.7%
respectively. For C +, there was a slight increase
of 1.7% while grade C showed a decrease of
9.6% and C- is at the same percentage. For
grades D + and D, there was a slight increase of
1.3% but no students failed for the December
2017 session. This showed an increase in the
number of pass students from 98.7% to 100%.
For further analysis, Table 2 and Figure
5 has categorized the grades by Status based
on marks, point average and grades as Referring to Table 2 and Figure 5, the
commonly used in polytechnic system in overall status of the students achieving
Malaysia. This status can be referred in Table 3 Cemerlang is remains to 3.8% for both
and can be categorized as Sangat Cemerlang / semesters. Meanwhile, for students with
(Grade: A+), Cemerlang (Grade: A), Kepujian Kepujian status increased by 6% while students
(Grade: A-, B+, B), Lulus (B-, C+, C, C-, D+, D) with Lulus status have decreased by 4.7%. This
and Gagal (E, E-, F). shows that the understanding level in Java
programming language for the students in
Table 2 DFP4033 course for the December 2017
Percentage group by Status for June and Dec 2017 in session has been increased compared to the
DFP4033 Course June 2017 session. This is proved when the
percentage of students earning Kepujian is
Session
Jun 2017 Dis 2017 increased compared to those who have Lulus
Status status only. Moreover, no more students have
Cemerlang 3.8 3.8 Gagal status for December 2017 session.
Kepujian 44.9 50.9
V. CONCLUSION
Lulus 50.0 45.3
Students sometimes find it difficult and
Gagal 1.3 0.0
bored to learn and understand difficult courses
Jumlah 100 100 such as programming languages. Therefore,
there are several studies in the field of education

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Kolokium Pembentangan Kertas Penyelidikan Dan Inovasi TVET Peringkat Politeknik dan Kolej Komuniti Zon Utara 2018

that are being implemented to find solutions to International Conference on Gamification,


this problem. One of the identified mechanisms Toronto Canada
are to use of gamification elements in the
classroom to improve the effectiveness of Csikszentmihalyi, M. (1990), Flow: the
learning and to improve student understanding. psychology of optimal experience. New York:
This study has proved that the use of Harper & Row
gamification will improve the students’
performance, likewise the student's interest in David. L.(2016) "Gamification in Education,"
learning. They seem more eager to attend the in Learning Theories , Retrieved
class and revise the lesson. Gamification from https://www.learning-
implementation also helps students to have theories.com/gamification-in-education.html.
better understanding to the content of the [accessed Sep 16 2018].
learning that is to be delivered and not bored
with the learning, on the same time encourages Dichev. C., Dicheva. D., Angelova. G. & Agre.
students to become more ambitious for success. G.(2016), From Gamification to Gameful
Design and Gameful Experience in Learning,
Additionally, by applying gamification in Cybernetics And Information Technologies -
the classroom, students will be more aware of Volume 14, No 4, 2016
their level of understanding and achievement.
This is because they can identify their Dicheva, D., Christo D., Gennady A., & Galia A.
weaknesses in a particular topic. Moreover, (2015) “Gamification in Education: A
students found it easier to remember information Systematic Mapping Study.” Journal of
when it was presented in a gamified manner. Educational Technology & Society, Vol. 18,
Finally, in gamification rules, students No. 3, pages 75-88.
need to think quickly and react rationally. This
will cultivate student's soft skills to making the Gok, A. & Brendan, C.(2016) A New Way of
most needed decisions in the realm of work. Gamification a Course in Online Higher
Also there have the existence of a team spirit Education, Society of Information
that will have a positive impact on student Technology and Education
motivation. They will support each other,
collaborate and communicate with each other to Guiterrez, K. (2012). The 5 Decisive
achieve the same goals. This will help achieve a Components of Outstanding Learning
Programme Educational Objectives (PEO) for Games. eLearning Blog. Retrieved from:
Diploma in Digital Technology (DDT) that https://www.shiftelearning.com/blog/bid/234
requires the graduates to have effective 495/The-5-Decisive-Components-of-
communication skills to convey information, Outstanding-Learning-Games [accessed
problems and solutions, and also teamwork and Sep 2 2018].
interpersonal skills on their future.
Hsin-Yuan Huang. D. & Soman. D.A. (2013).
Practitioner’s Guide To Gamification Of
Education, University of Toronto
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Penilaian, Edisi 5 (2015), Bahagian
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with Gamification, Proceedings of The 1st

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Kolokium Pembentangan Kertas Penyelidikan Dan Inovasi TVET Peringkat Politeknik dan Kolej Komuniti Zon Utara 2018

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