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Evaluating the Usability and Effectiveness of C++ Rush

Aug 2026 · International Journal of Research in STEM Education · Vol 8, pp. 1-8 · 0 citations · 15 references

TL;DR

This research analyzes the usability and effectiveness of the C++ Rush game in the teaching of programming and demonstrates that a major part of the participants, 85%, found using the game very engaging and strongly motivated by gamification elements such as leaderboards and rewards.

Abstract

The newest trend, known as gamification, has shown incredible growth in educational settings and even more so in the field of programming, where the use of games and other related activities enhances the learning experience. In traditional settings, the teaching of programming often resorts to lectures followed by passive exercises that do not actively involve or motivate learners. C++ Rush is an interactive educational game that offers opportunities for engaging teaching and learning through the application of gamification techniques like awarding prizes, giving challenges, and providing immediate feedback. This research analyzes the usability and effectiveness of the C++ Rush game in the teaching of programming. The game development process followed the Agile methodology, which permitted incremental steps for enhancement after each interaction with the users. 30 novice programmers were recruited to take part in a usability study, and data was gathered using closed-ended questionnaires, open-ended interviews, and what we call non-participant observation. The study paid attention to processes involved in engagement, motivation, and the effectiveness of learning. The findings demonstrated that a major part of the participants, 85%, found using the game very engaging and strongly motivated by gamification elements such as leaderboards and rewards. In addition, a remarkable 90% of the users indicated that their understanding of the C++ syntax improved, which has demonstrated the power of real-time feedback. Results from the usability tests revealed that 95% of participants found the user interface highly usable, although some participants faced some minor technical issues.

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