Boosting Student Motivation through Game-based Learning in Programming Education with Gamify-IT
Abstract
Game-based learning (GBL) has emerged as a powerful instrument for enhancing student engagement and motivation in education. This paper evaluates the impact of Gamify-IT, an educational game designed for programming education, on student motivation and learning experiences. Building on the original Gamify-IT concept, we extended it with novel features, including diverse minigames, leaderboards, and a redesigned achievement system, to align with Marczewski's HEXAD player types. The platform was used in a first-semester programming course by about 100 students, and its impact was evaluated through comparative analyses of two cohorts in consecutive CS1 programming courses: one limited to traditional teaching methods and the other incorporating Gamify-IT. Our results demonstrate that Gamify-IT has a positive impact on student motivation, as evidenced by higher initial and sustained motivation levels throughout the semester. Feedback from a survey regarding the usefulness and experiences of the platform highlights its strengths, including an engaging and innovative learning approach, game design, and visuals, while also identifying areas for improvement, such as addressing technical issues and expanding game variety. Despite these challenges, Gamify-IT demonstrates the potential of GBL in programming education, offering valuable insights for designing inclusive and effective gamified educational tools for programming education.
Fields of Study & Subjects
Educational Games and Gamification
Teaching and Learning Programming
Software Engineering Techniques and Practices
Publication details
- Journal / source
- Proceedings of the 57th ACM Technical Symposium on Computer Science Education V.1
- Publisher
- ACM
- Pages
- 729–735
- Publication date
- 13 February 2026