required points from practicals. Points received from
practicals were 16% higher than average and comple-
tion of the unit is 15% higher than average.
7 CONCLUSION
We showed how by basing the lectures and all as-
signments of the Programming Fundamentals course
around game-like visual examples structured so that
an average student is likely to encounter the state of
“flow”, we were able to dramatically improve stu-
dents’ motivation to learn and interest in the subject.
To make it a fair comparison the level of difficulty
of the practical assignments as well as the difficulty
of questions in the final exam was made similar to
those that were used in the Programming Fundamen-
tals course prior to introducing the aforementioned
changes. The results show that while maintaining a
comparable level of difficulty of the assignments, the
grade distribution has shifted towards High Distinc-
tion and Distinction and the student feedback has be-
come much more positive. Moreover, despite learn-
ing in a highly visual framework and only with visual
animated examples the students were able to success-
fully learn pure Java. The exam questions were delib-
erately designed to include no Clara related questions
and were made comparable with those from previous
years. The students showed good performance on the
exam and experienced no difficulty with switching to
console programming in pure Java as reported by the
lecturers from the follow-up courses.
Additionally, we have obtained evidence suggest-
ing that the inclusion of such gamification elements
as awarding badges, employing ratings and introduc-
ing challenges helped students to produce better cod-
ing solutions and had a positive impact on their aca-
demic performance (when compared with students
who were not exposed to these features).
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