Multi-dimensional gamified learning model combining instructor feedback, scored quizzes, and live coding¶
Design · All designs
Evidence · 2 claims (2 for) · 1 study (1 causal),q2· 0 of 1 report an effect size · 2 claims rest on one study
Description¶
The article's learning model integrates three interlocking game-based components: Kahoot! formative-assessment cycles (micro-lecture, game, discussion), a collaborative WWTBAM revision seminar, and Codecademy's interactive Python exercises with points, badges, and leaderboards. The authors describe it as "a gamified, multi -dimensional, problem-based learning approach" applied to an entry-level Python course, grounded in Self-Determination Theory principles of relatedness, competence, and autonomy. It was designed to counter declining lecture attention spans by delivering "a fully interactive learning experience" similar to a quality game experience.
Design Implications¶
Context¶
Requirements¶
- Instructor authoring of weekly game questions (540 Python MC questions for WWTBAM; three Kahoot! games per week)
- A virtual learning environment (Blackboard) to host public leaderboards and distribute materials
- Student devices or class desktops with browser access to the platforms
Constraints¶
- The authors note the limited length of multiple-choice questions and answers made authoring challenging
- Some Codecademy lessons were not a good fit to the FSD syllabus and had unclear instructions and vague error messages
Target Learners¶
- higher education students in an entry-level Python programming course
Learning Goals¶
- Python programming concepts including loops, functions, object-oriented programming, GUI applications
- problem solving, critical thinking, and collaboration skills
Claims¶
- Gamification Higher Attendance Programming Course [+M]
- Gamification Survey Fun Engagement Leaderboards [+M]
Related Designs¶
Examples¶
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Key Sources¶
- Fotaris P, Mastoras T, Leinfellner R and Rosunally Y. (2016). Climbing Up the Leaderboard: An Empirical Study of Applying Gamification Techniques to a Computer Programming Class. The Electronic Journal of e-Learning Volume 14 Issue 2, pp94-110. www.ejel.org
Page metadata
| Field | Value |
|---|---|
type |
design |
id |
multi-dimensional-gamified-learning-model-fsd |
title |
Multi-dimensional gamified learning model combining instructor feedback, scored quizzes, and live coding |
description |
The article's learning model integrates three interlocking game-based components: Kahoot! |
status |
review |
generated |
by process:settle-candidates on 2026-11-02 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — fotaris-p-2016 |
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