Abstract
Recently, the problem of the introductory programming course has been proven by students a lack of understanding, motivation, and interest in learning this program, a lack of basic skills in programming, particularly the traditional learning medium used by educators to this day, students consider programming subject is a tough and difficult subject to understand. This study discusses the use of gamification and programming in an e-learning system to improve introductory programming skills and increase student engagement. The objectives of this project are to develop and design a programming model using an e-learning platform-based gamification. Based on the gamification concept, the instructional process can be made more engaging. Besides, the system consists of 6 chapters and aims to support lecturers in the Computer Science Department at UiTM, Perlis. In this web system, students can answer online tasks and quizzes, and the system is interactive, allowing for direct interaction between students and lecturers. Future improvements include implementing a leaderboard ranking, allowing for virtual discussions, and adding online quiz and task-sharing functions. Furthermore, the use of the e-learning concept, the Octalysis Framework, MDA Framework, and Web 2.0 tools is the medium as the references of the Literature Review. This study from development and design applies tools to build the system such as system requirements which are wireframe, ERD, and Use Case Diagrams. There are 30 respondents who will evaluate the system and proved that this system helps users become more interested and engage to learn programming subjects.
Metadata
| Item Type: | Book Section |
|---|---|
| Creators: | Creators Email / ID Num. Kamis, Nuralia UNSPECIFIED Othman, Mahfudzah UNSPECIFIED |
| Subjects: | Q Science > QA Mathematics > Instruments and machines > Electronic Computers. Computer Science > Programming. Rule-based programming. Backtrack programming |
| Divisions: | Universiti Teknologi MARA, Perlis > Arau Campus > Faculty of Computer and Mathematical Sciences |
| Page Range: | pp. 43-44 |
| Keywords: | Programming, E-Leaming, gamification, web system |
| Date: | 2023 |
| URI: | https://ir.uitm.edu.my/id/eprint/138264 |
