This pilot research explores the impact of gamified learning in an Introduction to Programming unit at a tertiary university in Dubai. Using Classcraft, it assesses student perceptions, gaming backgrounds, classroom behaviors, and reflections on gamified experiences. Findings reveal varying engagement levels and attitudes toward gamification. The study identifies limitations and proposes a revised methodology for a comprehensive investigation. This research sheds light on the potential of gamified learning in educational contexts.

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Student Engagement, Motivation, and Perceptions of Gamified Learning: A Pilot Study

  • Sabiha Nuzhat

摘要

This pilot research explores the impact of gamified learning in an Introduction to Programming unit at a tertiary university in Dubai. Using Classcraft, it assesses student perceptions, gaming backgrounds, classroom behaviors, and reflections on gamified experiences. Findings reveal varying engagement levels and attitudes toward gamification. The study identifies limitations and proposes a revised methodology for a comprehensive investigation. This research sheds light on the potential of gamified learning in educational contexts.