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Identification and Implementation of Gamification Elements for Improvement of Efficiency and Quality of Education in IT programming sphere, a Systematic Literature Review

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dc.contributor.author Kuldin, D.P.
dc.date.accessioned 2025-08-05T11:23:41Z
dc.date.available 2025-08-05T11:23:41Z
dc.date.issued 2025
dc.identifier.uri http://repository.mnu.kz/handle/123456789/2501
dc.description.abstract This thesis paper explores the development of a web-based interactive coding platform and implementation of gamification elements to it as means of improving educational efficiency and educational value provided by it in programming education. The objective was twofold: first, to investigate which gamification strategies are most effective in improving learner motivation, engagement, and performance through a systematic literature review (SLR); and second, to apply these insights in the development of a practical, gamified educational tool tailored for higher education contexts, particularly within Kazakhstan. The Systematic Literature Review analysed findings from 20 peer-reviewed studies published in recent years on the topic of gamification in programming education. The review identified most commonly used gamification elements such as points, badges, and leaderboards and evaluated their individual and combined effects on educational outcomes. Findings indicate that while no single gamification element is universally effective, thoughtful combinations of elements aligned with pedagogical goals significantly improve learner engagement and academic performance. The gained insights were then used for creation of a web-based coding platform which features a built in code editor and a gamified library of solvable programming challenges. The platform implements such gamification elements as experience points, levels, achievement badges as well as some time tracking elements to reinforce user motivation and provide increased engagement. This study demonstrates the potential of research-informed gamification design in creating effective educational tools. The project also contributes a regionally relevant prototype that addresses a gap in the Kazakhstani market for accessible, interactive, and engaging programming education platforms. Limitations and directions for future research and development are discussed. ru_RU
dc.language.iso en ru_RU
dc.publisher International School of Economics MNU, Astana ru_RU
dc.subject Gamification, Programming Education, Coding Education, Educational Technology, Systematic Literature Review (SLR). Web-based Learning, Interactive Learning Platforms, Student Engagement, Learning Motivation, Academic, Performance ru_RU
dc.title Identification and Implementation of Gamification Elements for Improvement of Efficiency and Quality of Education in IT programming sphere, a Systematic Literature Review ru_RU
dc.type Другое ru_RU


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