Abstract

This study aimed to assess the impact of gamified educational resources on students’ motivationto learn the Python programming language. The study utilized the CheckiO gaming platformto diagnose the needs and motivations of students in developing knowledge, skills, andabilities related to the use of gamified educational resources. A total of 83 students from a universityin Kazakhstan participated in the study, with 45 students in the experimental groupand 38 students in the control group. The results showed a significant difference between theinitial and final levels of motivation for certain indicators in the experimental group, whereasno such difference was observed in the control group. Specifically, the number of studentswith a low level of motivation decreased, while the number of students with a high levelof motivation increased in the experimental group. The evaluation of student performancein the learning process was based on the completion of tasks, where an incorrect executionresulted in the report value not being displayed and an inability to progress to the next stage.Our study suggests that the incorporation of gamified educational resources has a significantimpact on students’ motivation to learn, which can lead to improved academic performanceand higher levels of engagement in the learning process.

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