TY - JOUR
T1 - Gamification and SQL
T2 - An Empirical Study on Student Performance in a Database Course
AU - Morales-Trujillo, Miguel Ehécatl
AU - Garciá-Mireles, Gabriel Alberto
N1 - Publisher Copyright:
© 2020 ACM.
PY - 2021/3
Y1 - 2021/3
N2 - Gamification, defined as the integration of game elements into non-gaming environments, is a promising approach to increase student engagement, motivation, and performance in Computer Science and Software Engineering education. This viewpoint encouraged the creation of QueryCompetition, a web system that allows students to practice SQL in a competitive environment. Our goal was to obtain empirical evidence on how gamifying elements, such as challenges, points, and leaderboards, integrated into QueryCompetition, affect student performance, motivation, and user experience. We carried out a quasi-experimental study with two groups in a Database course. One group used a gamified version of QueryCompetition having access to points and leaderboards, while the other used a non-gamified version with no access to the above mentioned elements. Quantitative and qualitative data were collected through tests and a survey. The results showed that there was a statistically significant improvement in student performance in the gamified group as compared to the non-gamified group. In addition, a higher motivation was observed in the gamified group. The empirical evidence presented in this article supports the claim that inclusion of challenges, points, and leaderboards, together with the competitive nature of QueryCompetition, impacts positively on student performance and motivation to practice SQL.
AB - Gamification, defined as the integration of game elements into non-gaming environments, is a promising approach to increase student engagement, motivation, and performance in Computer Science and Software Engineering education. This viewpoint encouraged the creation of QueryCompetition, a web system that allows students to practice SQL in a competitive environment. Our goal was to obtain empirical evidence on how gamifying elements, such as challenges, points, and leaderboards, integrated into QueryCompetition, affect student performance, motivation, and user experience. We carried out a quasi-experimental study with two groups in a Database course. One group used a gamified version of QueryCompetition having access to points and leaderboards, while the other used a non-gamified version with no access to the above mentioned elements. Quantitative and qualitative data were collected through tests and a survey. The results showed that there was a statistically significant improvement in student performance in the gamified group as compared to the non-gamified group. In addition, a higher motivation was observed in the gamified group. The empirical evidence presented in this article supports the claim that inclusion of challenges, points, and leaderboards, together with the competitive nature of QueryCompetition, impacts positively on student performance and motivation to practice SQL.
KW - Gamification
KW - SQL
KW - computer science
KW - empirical study
KW - game-related method
KW - software engineering
UR - http://www.scopus.com/inward/record.url?scp=85102981164&partnerID=8YFLogxK
U2 - 10.1145/3427597
DO - 10.1145/3427597
M3 - Artículo
AN - SCOPUS:85102981164
SN - 1946-6226
VL - 21
JO - ACM Transactions on Computing Education
JF - ACM Transactions on Computing Education
IS - 1
M1 - 3427597
ER -