#11030. Gamification in education: a mixed-methods study of gender on computer science students’ academic performance and identity development
September 2026 | publication date |
Proposal available till | 07-06-2025 |
4 total number of authors per manuscript | 0 $ |
The title of the journal is available only for the authors who have already paid for |
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Journal’s subject area: |
Education; |
Places in the authors’ list:
1 place - free (for sale)
2 place - free (for sale)
3 place - free (for sale)
4 place - free (for sale)
More details about the manuscript: Science Citation Index Expanded or/and Social Sciences Citation Index
Abstract:
Underrepresentation of women in computer science (CS) increasingly demands the necessity to find and enhance current learning engagement approaches to bring more women into computing fields. Using the social identity theory, this study determines if online gamified tools could serve this purpose. We investigate the effects of gamification on student performance, CS identity development, self-efficacy, and engagement among male and female students.
Keywords:
Computer science; Education; Gamification; Gender differences
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