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.
The emergence of gamification, which is the use of game-design elements and mechanics in non-game contexts, offers a promising alternative to traditional teaching and learning. Teaching and learning Java, one of the most commonly used programming languages, presents a steep learning curve due to its strict syntax and a...
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This work develops a game system designed to transform traditional teaching methods of binary conversion often reliant on note memorization and chalkboard explanations into an immersive 3D virtual city experience using WebGL where learners engage with binary concepts through exploration, challenges, and real-time feedb...
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It is suggested that the Godot Engine 4-based GBL application provides a positive and engaging learning experience for English vocabulary instruction, however, further improvements to the application’s technical stability and performance are necessary to ensure more effective and seamless classroom implementation.
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The design, development, and initial validation of a lightweight educational software application inspired by Hangman to support thematic vocabulary practice through gamification are presented and indicate positive perceived usability, motivational potential, pedagogical usefulness, and user acceptance of the proposed...
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The findings indicate that adapting hands-on, practice-oriented instruction to digital platforms was hindered by diminished interactivity, limited opportunities for collaboration, and difficulties in conducting practical activities, as well as unequal access to digital devices and reliable internet connectivity.
Algorithm and programming learning media are commonly developed as quizzes or puzzles that emphasise content delivery rather than meaningful learning experiences. This study aims to design and evaluate an adventure game-based learning medium integrating the Experiential Learning model to improve students’ logical think...