Gamification

Gamification is a pedagogical approach that has gained attention for enhancing student motivation through game elements. This approach adds game-like features to a non-game activity by introducing elements such as badges, levels/leaderboards, achievements, and points (Deterding, Dixon, Khaled, & Nacke, 2011; Nicholson, 2015) to make coursework more engaging. Studies suggest that gamification can positively influence student motivation in higher education by integrating gamified learning activities (Goshevski, Veljanoska, & Hatziapostolou, 2017; Llorens-Largo et al., 2016; Oktaviati & Amril Jaharadak, 2018). In CS education specifically, gamification has been associated with higher enthusiasm and persistence. For example, when game elements were added to a peer review system in a programming course, students showed greater willingness to participate in PCR than in a non-gamified setting (Indriasari, Denny, Lottridge, & Luxton-Reilly, 2023).

Gamifying PCR can take various forms. One approach is to use a dedicated platform that tracks and rewards peer review contributions. Students might earn points for each piece of feedback they provide, unlock badges for reviewing a certain number of peers or identifying critical issues, and see their progress on a class leaderboard (Khandelwal, Sripada, & Reddy, 2017). These systems introduce elements of competition and achievement, making the peer review process more engaging. Researchers have tested these ideas, demonstrating that incorporating challenges and progression levels into PCR increased both the quantity and certain aspects of the quality of student feedback (Indriasari, Luxton-Reilly, & Denny, 2021).

While gamification has been shown to be most effective when it satisfies SDT's psychological needs (Kam & Umar, 2018), it primarily relies on extrinsic motivation, where students are encouraged to participate to earn rewards or avoid penalties rather than out of genuine interest in the task. For example, students may be more inclined to complete peer reviews if doing so earns them points or a higher leaderboard ranking. While gamification can increase participation, it does not always lead to deeper engagement or higher-quality peer feedback (Khandelwal, Sripada, & Reddy, 2017). A key limitation of gamification is that motivation often declines once rewards are removed or the novelty fades (Papastergiou, 2009). This pattern is consistent with the overjustification effect, which posits that external rewards can reduce intrinsic motivation in a task over time (Deci, 1971; Lepper, Greene, & Nisbett, 1973). This raises the question of whether a more immersive, intrinsically motivating approach could be more effective.

Ideas

📚 References

References

Deci, E. L. (1971). Effects of externally mediated rewards on intrinsic motivation. Journal of Personality and Social Psychology, 18(1), 105–115. https://doi.org/10.1037/h0030644
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining “Gamification.” Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 9–15. Tampere Finland: ACM. https://doi.org/10.1145/2181037.2181040
Goshevski, D., Veljanoska, J., & Hatziapostolou, T. (2017). A review of gamification platforms for higher education. Proceedings of the 8th Balkan Conference in Informatics, 1–6. Skopje Macedonia: ACM. https://doi.org/10.1145/3136273.3136299
Indriasari, T. D., Denny, P., Lottridge, D., & Luxton-Reilly, A. (2023). Gamification improves the quality of student peer code review. Computer Science Education, 33(3), 458–482. https://doi.org/10.1080/08993408.2022.2124094
Indriasari, T. D., Luxton-Reilly, A., & Denny, P. (2021). Investigating accuracy and perceived value of feedback in peer code review using gamification. Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V. 1, 199–205. Virtual Event Germany: ACM. https://doi.org/10.1145/3430665.3456338
Kam, A. H., & Umar, I. N. (2018). Fostering authentic learning motivations through gamification: A self-determintaion theory (SDT) approach. Journal of Engineering Science and Technology, (11), 1–9.
Khandelwal, S., Sripada, S. K., & Reddy, Y. R. (2017). Impact of gamification on code review process: An experimental study. Proceedings of the 10th Innovations in Software Engineering Conference, 122–126. Jaipur India: ACM. https://doi.org/10.1145/3021460.3021474
Lepper, M. R., Greene, D., & Nisbett, R. E. (1973). Undermining children’s intrinsic interest with extrinsic reward: A test of the “Overjustification” hypothesis. Journal of Personality and Social Psychology, 28(1), 129–137. https://doi.org/10.1037/h0035519
Llorens-Largo, F., Gallego-Duran, F. J., Villagra-Arnedo, C. J., Compan-Rosique, P., Satorre-Cuerda, R., & Molina-Carmona, R. (2016). Gamification of the learning process: Lessons learned. IEEE Revista Iberoamericana de Tecnologias Del Aprendizaje, 11(4), 227–234. https://doi.org/10.1109/RITA.2016.2619138
Nicholson, S. (2015). A RECIPE for meaningful gamification. In T. Reiners & L. C. Wood (Eds.), Gamification in Education and Business (pp. 1–20). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-10208-5_1
Oktaviati, R., & Amril Jaharadak, A. (2018). The impact of using gamification in learning computer science for students in university. International Journal of Engineering & Technology, 7(4.11), 121. https://doi.org/10.14419/ijet.v7i4.11.20786
Papastergiou, M. (2009). Digital game-based learning in high school computer science education: Impact on educational effectiveness and student motivation. Computers & Education, 52(1), 1–12. https://doi.org/10.1016/j.compedu.2008.06.004