A Preliminary Analysis of Gamification on Assembly Language Programming Education

Authors

DOI:

https://doi.org/10.34190/ecgbl.19.2.3886

Keywords:

gamification, game-based learning, assembly programming, low-level programming, microprocessor

Abstract

Assembly language is often perceived as complex and abstract, necessitating instructional approaches that enhance student engagement and comprehension. This study presents a preliminary analysis of gamification methods in assembly programming education, focusing on the challenges of teaching low-level programming concepts. A total of 18 studies incorporating gamification strategies are reviewed to synthesize insights into the pedagogical benefits and limitations of gamification in assembly education. The analysis categorizes studies by gamification techniques, course contexts, and research methodologies, identifying recurring themes in enhancing motivation, skill acquisition, and understanding of fundamental concepts. The methodology of this study involved a structured search query across multiple academic databases, including IEEE Xplore, ACM Digital Library, and ScienceDirect. The search was iteratively refined, and a snowballing approach was adopted to identify additional studies. From an initial pool of 162 studies, 47 were considered relevant, and 18 were selected for analysis. The review follows a chronological structure, highlighting key contributions and connections between studies. Research methodologies used in studies include qualitative and quantitative analyses, experimental comparisons, and practical implementations. The reviewed studies illustrate various gamification techniques, including interactive learning environments that visualize assembly operations, commercial games incorporating assembly-like programming, badge-based learning systems that promote structured progression, and game-based project assignments that introduce assembly concepts through game development. Findings indicate that gamification enhances student engagement by integrating real-time feedback, hands-on learning, and competitive elements. Projects such as Pong, Breakout, and TetrisOS demonstrate that game-based assignments can make assembly concepts more accessible. Studies on badge-based learning highlight how structured rewards encourage students to develop assembly skills at their own pace. Some studies suggest that gamification must be complemented by additional instructional strategies to maximize long-term retention. In summary, this study underscores gamification’s role as a pedagogical tool for assembly programming education, showing its effectiveness in fostering student engagement and comprehension.

Author Biography

Muhtar Çağkan Uludağlı, İzmir University of Economics

M. Çağkan Uludağlı received his MSc degree in Game Technologies from Middle East Technical University, and his PhD degree in Computer Engineering from İzmir University of Economics. He's been working as an Asst. Prof. at this department since 2024. His research interests are player-computer interaction, virtual reality and graph generators for social networks.

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Published

2025-09-26