IJIET 2026 Vol.16(3): 601-610
doi: 10.18178/ijiet.2026.16.3.2532
doi: 10.18178/ijiet.2026.16.3.2532
Effectiveness of Gamification Elements in Teaching Programming to Future Informatics Teachers
Aigul Aldabergenova1, Ulzhalgas Yesseikyzy1,*, Ilyas Yessengabylov1, Aiym Yesseikyzy1,
and Assem Yerkinova2
1. Department of Informatics and Digitalization of Education, Faculty of Physics and Mathematics, Zhetysu University named after I. Zhansugurov, Taldykorgan, Kazakhstan
2. Non-Commercial Educational Association Swiss Innovators Club, Leysin, Switzerland
Email: aigul_ao@mail.ru (A.A.); yesseikyzy@gmail.com (U.Y.); ilias_e@mail.ru (I.Y.); aiymyesseykyzyy@gmail.com (A.Y.); assem.yerkinova@swissinnovatorsclub.ch (A.Y.)
*Corresponding author
2. Non-Commercial Educational Association Swiss Innovators Club, Leysin, Switzerland
Email: aigul_ao@mail.ru (A.A.); yesseikyzy@gmail.com (U.Y.); ilias_e@mail.ru (I.Y.); aiymyesseykyzyy@gmail.com (A.Y.); assem.yerkinova@swissinnovatorsclub.ch (A.Y.)
*Corresponding author
Manuscript received August 13, 2025; revised September 9, 2025; accepted September 18, 2025; published March 10, 2026
Abstract—This study investigates the effectiveness of gamification elements in teaching programming to future Informatics teachers, using Python as a case study. Gamification incorporates game mechanics such as points, badges, leaderboards, and narratives into educational settings to enhance student engagement, motivation, and academic performance. A quasi-experimental design was employed, comparing outcomes of an experimental group engaged in gamified programming tasks with those of a control group following traditional learning methods. Independent-samples t-tests were used to assess learning gains. Results revealed that the experimental group achieved scores between 85–87 points, significantly outperforming the control group, which averaged 63–65 points. These findings suggest that gamification was associated with greater gains in coding, problem-solving, and algorithmic thinking skills among students while addressing challenges like diminished motivation in conventional learning environments. Moreover, the study indicates that structured gamification may be aligned with curriculum goals to promote deeper cognitive engagement. Future research may examine how adaptive or artificial intelligence-enhanced gamification tools could expand these benefits across diverse learner populations.
Keywords—gamification, programming, game mechanics, informatics education, academic performance
Copyright © 2026 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).
Keywords—gamification, programming, game mechanics, informatics education, academic performance
Cite: Aigul Aldabergenova, Ulzhalgas Yesseikyzy, Ilyas Yessengabylov, Aiym Yesseikyzy, and Assem Yerkinova, "Effectiveness of Gamification Elements in Teaching Programming to Future Informatics Teachers," International Journal of Information and Education Technology, vol. 16, no. 3, pp. 601-610, 2026.
Copyright © 2026 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).