Abstract—Student motivation is one of many issues within
programming learning. For a variety of reasons, students
consider programming to be a challenging topic. Gamification
in programming learning has been found to increase students’
interest, engagement and motivation in learning. However, the
use of gamification also has limitations in terms of technical
aspects, implementation and results. This research investigates
the use of gamification in programming learning and various
conclusions derived from the Systematic Literature Review
approach. This study has the following problem statements: 1)
the obstacles faced by students in learning programming; 2) the
technical implementation of gamification, such as the
technology, features and game aspects employed; and 3) the
influence of gamification implementation on programming
learning. The findings of this study help in determining whether
the use of gamification through game features can help students
overcome obstacles.
Index Terms—Gamification, programming learning,
systematic review, teaching-learning process, higher education.
The authors are with Universitas Sebelas Maret, Indonesia (e-mail:
dwimaryono@staff.uns.ac.id, budiyono@staff.uns.ac.id,
sajidan@fkip.uns.ac.id, muhammadakhyar@staff.uns.ac.id).
Cite: Dwi Maryono, Budiyono, Sajidan, and Muhammad Akhyar, "Implementation of Gamification in Programming Learning: Literature Review," International Journal of Information and Education Technology vol. 12, no. 12, pp. 1448-1457, 2022.
Copyright © 2022 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).