DIGITAL LIBRARY
A LITERATURE REVIEW OF GAMIFICATION TECHNIQUES AND THEIR IMPACT IN PROGRAMMING COURSES FOR NON-IT STUDENTS
TTK University of Applied Sciences (ESTONIA)
About this paper:
Appears in: ICERI2025 Proceedings
Publication year: 2025
Pages: 5404-5410
ISBN: 978-84-09-78706-7
ISSN: 2340-1095
doi: 10.21125/iceri.2025.1508
Conference name: 18th annual International Conference of Education, Research and Innovation
Dates: 10-12 November, 2025
Location: Seville, Spain
Abstract:
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.