4 Findings
Considering the results of the focus group after the workshop (analyzed based on the Grounded Theory), we were able to identify several insights into how programming learners experienced the learning environment based on unplugged gamification associated with CBL. We have also been able to analyze and discuss the impacts of the gamification elements for different Hexad profiles collected from the participants. The initial condition found in our analysis elucidated that every student had to participate in the gamified workshop about unit tests (see
Table 4). Our analysis indicated that participation in the gamified workshop led to six main actions of the participants regarding their experience before the workshop, their motivation during the workshop, their work based on collaboration, their behavior toward a reward, and how they noticed the use of gamification. This led to several consequences in the participants, for example, uncertainty, curiosity, enthusiasm, and fear of losing. Finally, these consequences manifested outcomes, leading the learners to feel lost at the beginning of the workshop, to experience collaboration while learning, and to work more to receive a reward. The resulting Grounded Theory model can be seen at
Table 4.
4.1 Negative Opinions before the Workshop
One of the initial actions some students did was to express their lack of theoretical knowledge about writing unit tests. Various participants expressed they did not know the structure of a unit test, which is understandable since most of them never learned unit tests before the workshop:
P10: “I had never seen a test in my life, it was enigmatic.”
P9: “At the beginning of the workshop, I was lost about how to write the tests. I had never seen the structure of a test file before.”
Most of them came to the workshop with negative opinions, seeing learning unit tests as pointless or hard. Several students reported negative opinions, feelings, and experiences with unit tests before the workshop:
P4: “Before the workshop, I did not understand the need for tests.”
P16: “I had heard about unit tests, many people said it was very important, but in my opinion, it was just rework.”
Regarding previous negative experiences with unit tests, P13 expressed:
“I had a little traumatic first experience with tests, I got lost, and I didn’t understand anything else. At the end of this first experience, I thought that test was not for me.”
At the same time, some participants expressed that their development during the workshop was impacted by their lack of knowledge, and as a consequence, they felt uncertain about the workshop, which led them to feel lost at the beginning of the workshop and to put more effort into understanding the concepts before being able to make any progress. In this sense, some participants indicated the importance of the instructor during the workshop:
P4: “One thing that could be cool for those who were insecure and have never written tests before, would be the instructor giving a quick briefing on how to create tests. About five minutes explaining the test structure and what we will need.”
P9: “At the beginning of the workshop, I was lost about how to write the tests, since I had never seen the structure of a test file before. If the instructor had not come and if I had not asked, I would not know.”
4.2 Motivation during and after the Workshop
Despite the initial challenges, some participants expressed how the workshop motivated them to learn and participate. They reported feeling motivated even considering their lack of knowledge, and that after the workshop, this lack of knowledge did not represent a problem regarding their participation:
P14: “I was very excited the whole workshop.”
P17: “Now that I understand unit tests, it is pretty cool.”
P4: “The structure of the workshop was wonderful. The way the instructor made us engage in the process, sitting here, be 100% focused… it was great, I do not see any way of how this experience could be better in my opinion.”
Some participants also made plans to review older projects after the workshop and expressed the desire to spend more time practicing, which indicates a change in their initial negative opinions about unit tests:
P10: “It gave me the desire to practice more because what I liked the most was to see it all green. The workshop gave me another perspective.”
P17: “Now that I did a unit test, I want to do it in all the functions.”
P8: “During the workshop, I was already planning that after leaving the class, I would take all my apps and test the codes.”
Therefore, even though the participants expressed negative opinions about unit tests before the workshop, they also reported curiosity, and enthusiasm and felt challenged about it, presenting positive outcomes after the workshop.
About the reward (unrelated to the gamification design implemented in the study), to some students the format of the workshop made the reward seems less important:
P14: “I forgot about the reward in the middle of the workshop.”
P5: “The mission was to have 100% of the function tested, and I wanted to get that, so I forgot about the reward.”
However, to some participants, the reward had an important role and led them to work more to receive the reward:
P10: “I wanted the reward during the whole workshop.”
While the reward might have had an important role in some students’ motivation during the workshop, this also could be considered a limitation, since the students focused more on the reward than on the learning:
P15: “It was like an indirect competition because soon I was thinking that we were going to lose the reward for my fault, so I was super nervous. So, I ended up thinking that it was not time to learn anything, it was just to go with the flow, doing what was needed to get the reward. I thought that I could study later, by myself, after the workshop.”
Regarding collaboration, most participants expressed seeing it as a positive aspect of the workshop:
P13: “I liked it a lot, especially the dynamics of not being something competitive. You know, when a team ended, but then they had to help the other teams to finish.”
P2: “Another thing that I found cool in the workshop was being able to have a team. That was very cool because when it gets confusing, you can help someone or offer help. Due to the collaboration, I lost the fear of making mistakes.”
However, it was also a complaint about the different levels of the students:
P5: “I wish the participants had a similar level to advance the missions in the same step.”
Considering their user types, these three participants presented high scores in the Philanthropist sub-scale (see
Table 2). Philanthropists tend to be concerned with the experience of colleagues [
57,
82,
95], and therefore, may tend to want to collaborate. However, P5 who expressed a negative feeling about having students in different levels, also got a high score in the Achiever sub-scale, a user type that is motivated by competence. Considering this statement, this student saw students of different levels of knowledge as a threat to his/her success in the workshop.
4.3 Reactions and Perceptions toward Gamification
Regarding the use of game elements, participants noticed its use positively and negatively. While to some participants game elements could be exciting and help them to finish the missions, others saw the game elements with indifference:
P2: “These questions, coming out of nowhere and providing an opportunity to earn a little help in the middle of the process, made me take a break from the tension of the missions. Particularly, I found it fun.”
P20: “I think even who had no idea would love the gamified proposal.”
P1: “I was very focused and just ignored the surprise question, kind of unintentionally.”
Moreover, P6 indicated that the game elements could be implemented in other ways:
P6: “I do not know if these questions can be included at the beginning of the workshop, to participants use in a specific moment of the workshop, but I think this way could be considered.”
P6: “A point regarding the workshop: the surprise questions could be implemented in some other way. When you stop the mission to ask the question, break the concentration of those who are more advanced in the mission.”
Even though gamification seeks to improve engagement and positive outcomes in users, prior studies have indicated the negative effects of its use, for example, addiction [
3] and loss of performance [
94]. Therefore, despite the overall positive outcomes of gamification, it can be prejudicial to some users. When we consider the Hexad profile of P6 (highest score in the Philanthropist sub-scale), prior research [
37,
82] has indicated that Philanthropists might not be positively affected by most of the game elements. Therefore, our results corroborate this prior research by indicating that people with Philanthropist tendencies might not be positively affected by gamification. Moreover, our results are also an indication that even though gamification seeks to improve users’ experience, its design should be concerned about how the game elements are displayed to students to prevent provoking negative outcomes.
4.4 Discussion
Computing education can be complex and has aroused the interest of lecturers and researchers in providing alternatives that can help facilitate teaching. Two strategies (i.e., gamification and CBL) have been used as alternatives and provided divergent results. In this study, we conducted two workshops collecting and qualitatively analyzing the data of 24 computing students, aiming to understand students’ perceptions regarding the use of unplugged personal-based gamification associated with CBL during a unit test workshop.
An intriguing aspect of our findings is the reported dissociation between participants’ perceived lack of knowledge and their sense of motivation and participation during the workshop. Despite acknowledging their limited understanding of programming concepts, participants expressed a sense of empowerment and willingness to engage with the challenges presented. This suggests that the game elements employed in the workshop may have effectively mitigated feelings of inadequacy or intimidation often associated with learning technical subjects like programming. This phenomenon underscores the potential of unplugged gamification to democratize access to programming education by fostering a supportive and inclusive learning environment where learners feel empowered to participate regardless of their prior knowledge or experience.
Furthermore, our study highlights the nuanced responses of participants toward the use of game elements within the workshop. While some participants perceived the incorporation of game elements positively, attributing their motivation and engagement to gamification strategies, others expressed reservations or noted potential drawbacks. This variability in participant responses underscores the importance of considering individual preferences and learning styles when designing gamified learning experiences. Moreover, it suggests the need for a balanced approach to gamification implementation, wherein game elements are thoughtfully integrated to enhance learning outcomes without overshadowing the primary educational objectives.
In our results, the learners reported the reward. The positive attitude toward the reward was based on the wish to receive a gift, an immediate reward to the best students during the workshop. Prior literature has indicated that concrete or tangible rewards can be given to students [
7] and that students who received rewards from teachers can have better performances [
24]. Rewards can also be considered an extrinsic motivation strategy that works as external regulation [
28]. Participation in the gamified workshop might have been regulated by the reward, and therefore, some students were not intrinsically motivated. Moreover, when we consider gamification environments, prior research has indicated that intrinsic motivation can increase with age [
95]. We therefore believe that the use of rewards might not be a good strategy in the long term; however, it can work as a one-off strategy to increase participation in gamified settings.
Overall, our study contributes valuable insights into the potential benefits and challenges associated with integrating unplugged gamification with CBL in programming education. By adopting a Grounded Theory approach, we have provided a rich and nuanced understanding of participants’ perceptions, shedding light on the complex interplay between gamification, motivation, and learning outcomes. Moving forward, further research is warranted to explore optimal strategies for the effective integration of unplugged gamification in programming education, considering diverse learner needs and preferences.
4.5 Limitations
While our study on the use of unplugged personal-based gamification in programming learners’ experience yielded valuable insights, it is important to acknowledge several limitations that may impact the interpretation of our findings. Initially, our study was restricted to the context of computing education using CBL with a gamified guiding activity to teach unit tests. All the students who are part of the programming course where the workshop happened went through an extensive selection process at the beginning of their cohort and had great scores in terms of collaboration, empathy, creativity, and autonomy.
During the workshop, a reward (i.e., a breakfast) was offered to the team with the best performance. At the same time, due to the nature of the activities at the school, the workshop follows a collaborative dynamic. While the reward and the collaborative dynamics are not part of the gamification intentionally adopted in the workshop, they can easily be comprehended as part of gamification, generating biases concerning interpreting the participants’ experience.
It is difficult to separate the insights related only to gamification design from CBL design during the workshop. Game elements were integrated into the overall workshop experience, making it challenging to isolate the individual impact of each approach. Similarly, identifying the specific insights related to individual game elements was challenging due to their integrated nature within the overall design. It was also difficult to discern the independent insights related to the various game elements (e.g., novelty, puzzle, and renovation) on learners’ experiences.
Moreover, another limitation was the disparity between the unplugged nature of the gamification approach and the workshop itself, which was not entirely unplugged. The workshop included digital tools, resources, or activities that could have influenced the participants’ experiences. It could be considered hybrid because the participants had to use computers to write unit tests. However, the gamification elements were not executed using any digital tools or computers. Finally, the short duration of the workshop may have influenced the depth of the learners’ experience and the long-term impact of the unplugged gamification approach.
4.6 Lessons Learned and Recommendations for Future Studies
Our results and limitations open possibilities that future studies can tackle. In this study, we focused on exploring the use of unplugged personal-based gamification associated with CBL in programming students’ experiences. However, there are many other types of gamification design (or game elements) that could be incorporated into unplugged gamification activities. Thus, future studies could explore the effectiveness of elements such as storytelling, narrative, or individual progress and identify the most effective combinations of game elements for different types of learners.
In our study, we focused on implementing gamification on a specific topic from computer science (i.e., unit tests). However, gamification is largely applied to several topics and could potentially be applied to other computing education contexts, such as introductory programming courses or software engineering courses. Thus, future studies could investigate the transferability of gamification to these other contexts and identify the most effective game elements and strategies for each topic in computer science.
Our study identified that Philanthropists did not positively respond to certain game elements, highlighting the importance of personalized gamification experiences. Thus, future studies could investigate ways to tailor unplugged gamification activities to individual learners’ interests, preferences, and styles and explore the effectiveness of personalized gamification in improving student motivation and engagement.
Considering the organization of the workshop where this study was developed, as well as the qualitative nature of our study, we could only focus on the immediate learners’ experience. Prior research [
7,
68] has indicated that more research on the long-term effects of gamification should be carried out to test its outcomes and the novelty effect. Therefore,
future studies could quantitatively investigate the long-term effects of gamification on student learning outcomes, such as coding proficiency, retention of programming knowledge, and persistence in programming courses.While our study provided insights related to learners’ perception regarding gamification together with the CBL framework, we did not compare gamification to other teaching strategies, such as peer learning. Thus, future studies can focus on comparing gamification with other teaching strategies, providing insights regarding the combinations of teaching strategies.
Finally, in our study, we conducted an analysis of the unplugged personal-based gamification in a workshop about unit tests, without comparing the results with a non-gamified group. Future studies can further our results by making a comparison of the learners’ outcomes in gamified and non-gamified environments, as well as a comparison of the results of applying unplugged, plugged, and hybrid gamification.