Gamification and Programming Learning among Undergraduate Computer Science Students: A Quantitative Study

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Muhammad Haroon
Maryam Allah Ditta
Fatima Yousaf
Dr. Muhammad Arfan Lodhi

Abstract

Background: Programming courses in undergraduate computing education often suffer from low student engagement and high attrition rates. While gamification has emerged as a pedagogical strategy to combat these challenges, empirical evidence regarding its specific impact within localized Pakistani higher education contexts remains limited.


Purpose: This study investigates the impact of gamification on programming learning outcomes—specifically focusing on student engagement, motivation, and conceptual understanding—among undergraduate computer science students.


Methodology: Utilizing a quantitative, descriptive cross-sectional survey design, data were collected via structured online questionnaires from a convenience sample of $N=100$ BSCS students at Air University. The sample comprised 60% male and 40% female participants distributed across all four academic years. Data were analyzed using descriptive statistics, Pearson correlation analysis, and null hypothesis significance testing (p < 0.05).


Findings: Descriptive analysis revealed highly positive student perceptions, with elevated mean scores for engagement (M = 4.1), motivation (M = 4.0), and learning outcomes (M = 3.9). Inferential statistics demonstrated a statistically significant, strong positive correlation between gamified elements and programming learning outcomes (r = 0.62, p < 0.05), leading to the acceptance of the alternative hypothesis (H_1).


Conclusion: The findings empirically validate that structured gamification significantly enhances programming education by fostering interactive and experiential learning environments. The results align with the Technology Acceptance Model (TAM) and Constructivist Learning Theory, suggesting that while gamification drives motivation through rewards and badges, its success depends heavily on deliberate, pedagogically sound implementation to prevent student de-motivation.

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Gamification and Programming Learning among Undergraduate Computer Science Students: A Quantitative Study. (2026). INTERNATIONAL JOURNAL OF HUMAN AND SOCIETY, 6(01), 399-417. https://ijhs.com.pk/index.php/IJHS/article/view/933
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How to Cite

Gamification and Programming Learning among Undergraduate Computer Science Students: A Quantitative Study. (2026). INTERNATIONAL JOURNAL OF HUMAN AND SOCIETY, 6(01), 399-417. https://ijhs.com.pk/index.php/IJHS/article/view/933