Gamified Networked Learning Environments in Higher Education: A Study on Student Engagement and Value Creation in Computer Science

Authors

  • Ali Soleymani Centre for Education and Learning, EWI, TU Delft https://orcid.org/0000-0002-9602-7376
  • Taico Aerts Computer Science and Engineering Teaching Team, EWI, TU Delft
  • Maarten De Laat Centre for Change and Complexity in Learning, University of South Australia
  • Marcus Specht Centre for Education and Learning, EWI, TU Delft

DOI:

https://doi.org/10.34190/ecgbl.18.1.2660

Keywords:

Networked learning, Gamification, value creation, computer science education, online learning

Abstract

In the rapidly evolving domain of computer science education, fostering deep engagement and sustained motivation among students remains a challenge. This study introduces the Answers platform, a pioneering online learning environment developed at TU Delft. This research aims to reimagine the learning experience for Bachelor and Master of Science Students in computer science by integrating gamification elements grounded in Wenger's value creation framework. Our paper explores two critical research questions: the perception of learners towards gamified learning experiences and the impact of the Answers' system on value creation and motivation. We incorporated points, badges, and leaderboards in a semester-long intervention to enrich the learning landscape. The Value Creation Questionnaire (VCQ) results indicated that the platform effectively created potential and applied value, significantly enhancing students' learning practices and motivation. However, its impact on fostering social connections could have been more pronounced. The platform also moderately influenced students' ability to impact their world and shift perspectives. The Intrinsic Motivation Inventory (IMI) revealed that students generally enjoyed using the platform but felt it did not significantly enhance feelings of connectedness. This paper contributes to the body of knowledge by demonstrating the efficacy of gamification in computer science education and offering insights into the design of engaging online learning platforms. By bridging theoretical frameworks with practical application, the Answers platform exemplifies the potential of gamified environments to revolutionize educational practices in the digital age.

Author Biography

Ali Soleymani, Centre for Education and Learning, EWI, TU Delft

Ali Soleymani is a PhD candidate at TU Delft, specializing in Social and Organisational Psychology. He focuses on leveraging data science to understand human behavior, particularly in entrepreneurship and decision-making. Ali has a strong background in neurocognitive psychology and extensive experience in educational technology and professional development."

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Published

2024-10-07