Implementation of gamification in teaching programming for primary school students

Authors

  • Klaudia Curyło AGH Akademia Górniczo-Hutnicza, Wydział Inżynierii Metali i Informatyki Przemysłowej
  • Marta Ciesielka AGH Akademia Górniczo-Hutnicza, Wydział Inżynierii Metali i Informatyki Przemysłowej https://orcid.org/0000-0002-0448-5231

DOI:

https://doi.org/10.15584/di.2024.19.7

Keywords:

gamification, programming learning, students motivation, education, computer science

Abstract

The presented project concerned the implementation of gamification in the process of teaching programming in primary schools. The aim was to interest students in the topic of programming by using elements of fun and motivation typical of games. The course is designed as a gamified online platform based on a Pokemon theme. Each task was assigned points and prizes to encourage students to actively participate. Survey research showed a positive reception of the course by students, who expressed satisfaction with the classes and willingness to participate again. The key factor in the project’s success was the appropriate preparation of the gamification structure, taking in to account motivating factors for students, such as the plot, goals, rules, rewards and challenges.

Published

2024-12-07

How to Cite

Curyło, K., & Ciesielka, M. (2024). Implementation of gamification in teaching programming for primary school students. DIDACTICS OF INFORMATION TECHNOLOGY, 19, 97–102. https://doi.org/10.15584/di.2024.19.7

Issue

Section

ICT AND EDUCATION