Please use this identifier to cite or link to this item: https://scidar.kg.ac.rs/handle/123456789/22261
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dc.contributor.authorMilutinović, Verica R.-
dc.contributor.authorObradovic, Ivana-
dc.contributor.authorĐorđević, Suzana M.-
dc.date.accessioned2025-04-09T09:34:20Z-
dc.date.available2025-04-09T09:34:20Z-
dc.date.issued2025-
dc.identifier.isbn9788676042425en_US
dc.identifier.urihttps://scidar.kg.ac.rs/handle/123456789/22261-
dc.description.abstractGlobally, a growing trend and numerous initiatives are focused on reducing the age at which programming is introduced, leading to the implementation of updated computing curriculums in many countries. In Serbia, the informatics curriculum underwent a significant transformation in the 2017/2018 academic year, gradually becoming a compulsory course throughout all grades in elementary schools. Programming, a prominently featured subject, is primarily taught through gamification. Despite this, the research investigating the coding motivation and enjoyment among primary school students in Serbia when acquiring programming skills through gamification is fairly limited. These factors are crucial, given their documented influence on the practical application of games in programming. This study seeks to explore the variables that impact the motivation and enjoyment of primary school students in learning programming. Surveying 108 participants, a multiple linear regression analysis identified positive effects of enjoyment and social influence on students’ motivation. Conversely, self-efficacy demonstrated no direct effect on motivation. Additionally, the results indicated a positive correlation between primary school students’ self-efficacy and perceived enjoyment. The research offers practical insights for educators and policymakers. Understanding the motivational factors and enjoyment levels in learning programming through gamification can guide the design of effective teaching strategies. Educators can leverage these insights to tailor approaches, emphasizing the elements that enhance enjoyment and social interaction. Policymakers should consider these results when refining curriculum guidelines, ensuring alignment with students’ motivation for a positive learning experience. Teacher training programs can incorporate these findings to better prepare educators for optimizing the gamified learning environment in programming education.en_US
dc.language.isoenen_US
dc.publisherFaculty of Education, Jagodina, University of Kragujevacen_US
dc.relation.ispartofSTEM/STEAM/STREAM approach in theory and practice of contemporary education (2024; Jagodina)en_US
dc.rightsCC0 1.0 Universal*
dc.rights.urihttp://creativecommons.org/publicdomain/zero/1.0/*
dc.subjectprogramming educationen_US
dc.subjectgamificationen_US
dc.subjectprimary schoolen_US
dc.subjectcoding motivationen_US
dc.subjectenjoymenten_US
dc.titleEXPLORING PRIMARY SCHOOL STUDENTS’ MOTIVATION AND ENJOYMENT IN LEARNING PROGRAMMING THROUGH GAMIFICATIONen_US
dc.typeconferenceObjecten_US
dc.description.versionPublisheden_US
dc.identifier.doi10.46793/STREAM25.231Men_US
dc.type.versionPublishedVersionen_US
dc.source.conferenceSTEM/STEAM/STREAM Approach in theory and practice of contemporary education (31. 05. 2024 Faculty of Education, University of Kragujevac)en_US
Appears in Collections:Faculty of Education, Jagodina

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