doi: 10.18178/ijiet.2025.15.12.2455
Game-Based Learning in Programming Courses: A Platform Development for Enhanced Learning Engagement
- Department of Informatics, Faculty of Engineering, Universitas Wijaya Kusuma Surabaya, Surabaya, Indonesia
- Manuscript receivedFebruary 24, 2025
- revisedMay 13, 2025
- acceptedJune 20, 2025
- publishedDecember 9, 2025
Abstract
This study aims to develop a game-based learning platform specifically designed to enhance student engagement and learning outcomes in programming courses. Utilizing a Design-Based Research approach and the Analysis, Design, Development, Implementation, Evaluation (ADDIE) model, the platform integrates game elements such as live coding, progressive challenges, experience points, leaderboards, and badges to create an interactive and motivating learning environment. The study involved 276 students enrolled in a structured programming course, with data collected through pre-tests, post-tests, and engagement questionnaires. The analysis revealed that the platform significantly improved student engagement, with an average increase of 208.62 points, and learning outcomes, with an average improvement of 19.94 points. A paired sample t-test confirmed a highly significant difference between pre-test and post-test scores, supporting the platform’s effectiveness in enhancing students’ programming skills. This game-based platform not only successfully boosted engagement and learning outcomes but also contributed significantly to innovation in programming learning. The study recommends further development to support other programming languages and broader user populations, as well as exploration of artificial intelligence integration to enrich the learning experience.
Keywords
- game-based learning
- learning platform
- programming learning
- student engagement
- learning outcomes
How to Cite
Noven Indra Prasetya and Nia Saurina, "Game-Based Learning in Programming Courses: A Platform Development for Enhanced Learning Engagement," International Journal of Information and Education Technology, vol. 15, no. 12, pp. 2593-2602, 2025. https://doi.org/10.18178/ijiet.2025.15.12.2455
Copyright & License
Copyright © 2025 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).