This paper aims to investigate the effects of a gamified e-learning environment on computer science learning for middle school students. An e-learning gamification environment was developed and implemented in 8th grade to examine its effects on improving learners' achievement, motivation, and satisfaction to learn computer science online. The study was conducted during the COVID-19 pandemic, where physical distancing was required, which made the conditions very suitable for achieving the goal of this study because teaching was conducted online through an e-learning platform. The effects of the online learning gamification environment were analyzed and interpreted. The pre-test–post-test control group design of the quasi-experiment was used. One hundred thirty-three students in 8th grade were involved in the study. Results indicated that the e-learning gamification environment increased students’ motivation to learn computer science (α < 0.05) and their satisfaction with the online course (α < 0.05) but had no significant effect on their achievement. The study included several recommendations and suggestions for further studies.
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