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@article{186748,
author = {Aswar Akashy Hanumant and Sahil Ramesh Singh and Altamash Yasin Sayyed and Prof. Saba Chaugule},
title = {Programming Language Learning with Gamification: A Framework for Enhanced Engagement and Quantifiable Learning Outcomes},
journal = {International Journal of Innovative Research in Technology},
year = {2025},
volume = {12},
number = {6},
pages = {1833-1836},
issn = {2349-6002},
url = {https://ijirt.org/article?manuscript=186748},
abstract = {While programming is now a key part of modern education, many students still drop out of computer science courses early on. A growing disconnect exists between teaching approaches and student motivation. This paper explores how gamification, which involves adapting game design ideas for learning, can boost engagement and improve student performance in programming. Using current research and practical tests, it identifies effective game elements like points, badges, leaderboards, quests, and quick, automated feedback. The paper looks at motivation theories that explain how these elements impact learners differently and compares their across programming courses. Evidence indicates that gamification tends to increase participation and practice, but learning results can differ based on the situation. Important design considerations are explored, like preventing loss of interest over time, balancing competition with teamwork, and using automation thoughtfully. Success depends on how well the game features align with learning targets and how immediate and helpful the feedback is. The paper ends with suggestions for adaptive learning systems using AI to customize challenges and support long-term skill retention.},
keywords = {Gamification, Programming Education, Automated Feedback, Learning Engagement, Adaptive Systems},
month = {November},
}
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