ABSTRACT VIEW
Abstract NUM 1508

A LITERATURE REVIEW OF GAMIFICATION TECHNIQUES AND THEIR IMPACT IN PROGRAMMING COURSES FOR NON-IT STUDENTS
A. Botina-Pertman, J. Voronetskaja
TTK University of Applied Sciences (ESTONIA)
University students outside of IT-related fields often find programming particularly challenging due to unfamiliar concepts, lack of prior experience, and low confidence in technical subjects. Educators are therefore exploring effective ways to support and motivate non-IT students in learning the basics of programming, aiming to make the subject more accessible and engaging for a broader range of learners. Gamification, the integration of game elements into the learning process for non-IT students outside the classroom, is one such approach that has shown promise in enhancing engagement and improving outcomes. This literature review examines the application of gamification in programming education for non-IT students in higher education, analysing both the methods used and the reported learning outcomes. It explores a range of strategies (e.g., rewards systems, progress tracking, narrative structures, collaborative challenges) and considers their effectiveness in enhancing motivation, persistence, and conceptual understanding among non-IT students. The review aims to provide practical insights for instructors designing inclusive and engaging programming courses for diverse learners beyond specific IT fields.

Keywords: Education, motivation, coding, gameful design, course design.

Event: ICERI2025
Session: Pedagogical Innovations in Education
Session time: Tuesday, 11th of November from 08:45 to 13:45
Session type: POSTER