Effects of Gamification Strategy on Liberal Arts Students’ Learning and Self-Efficacy in Programming
摘要
Programming education is increasingly common across disciplines, yet best practices remain unclear, especially for liberal arts students. This study examined whether gamification improves programming ability and self-efficacy in liberal arts undergraduates. Sixty-four students in two sections of an introductory Python course participated. One section (n = 30) used the gamified CodeCombat platform, while the control section (n = 34) underwent traditional instruction. Students completed pre- and post-surveys and programming assessments. The gamification group showed significantly greater gains in programming scores (p < .05) and self-efficacy ratings (p < .01). Programming ability and self-efficacy were highly correlated within each section (r > .60, p < .001). End-of-course interviews provided qualitative insights into student experiences. These results demonstrate that gamification can enhance learning outcomes and self-efficacy for liberal arts students in programming courses. The study contributes knowledge on effective and engaging introductory programming pedagogies for non-technical majors. Further work is needed to identify optimal game design elements and instructional integration methods.