Research Article Open Access

Achievements and Usage of Learning Materials in Computer Science Hybrid Courses

Andrija Bernik1, Danijel Radošević2 and Goran Bubaš2
  • 1 University North, Croatia
  • 2 Faculty of Organization and Informatics, Croatia

Abstract

The term gamification is used to describe the implementation of computer game elements into non-game-based systems. We have expended our previous research and in this article we’ve introduced new concept model for comprehensive gamified approach based on literature findings. Next, we empirically tested two hypotheses regarding the learning achievement in specific topics of online university courses “3D Modeling” and “Programming II”. These hypotheses were: H1-an online course designed with the use of computer game elements enables better learning achievement in comparison to traditional non-gamified e-learning and H2-an online course designed with the use of computer game elements positively influences the frequency of use of the learning material. Both hypotheses were confirmed, based on which final conclusions were drawn regarding the use of gamification in computer science hybrid courses.

Journal of Computer Science
Volume 15 No. 4, 2019, 489-498

DOI: https://doi.org/10.3844/jcssp.2019.489.498

Submitted On: 15 February 2019 Published On: 19 April 2019

How to Cite: Bernik, A., Radošević, D. & Bubaš, G. (2019). Achievements and Usage of Learning Materials in Computer Science Hybrid Courses. Journal of Computer Science, 15(4), 489-498. https://doi.org/10.3844/jcssp.2019.489.498

  • 4,108 Views
  • 1,619 Downloads
  • 3 Citations

Download

Keywords

  • Gamification
  • LMS
  • 3D Modeling
  • Programming
  • Implementation Results