An Empirical Study on the Use of Gamification on IT Courses at Higher Education

  • Balázs Barna
  • Szabina Fodor
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 715)


The aim of this work is to evaluate the effectiveness of a gamification platform during an IT course at Corvinus University of Budapest. A total of more than 2500 students attended the course during 2015 and 2016. We used a gamification environment within the Moodle e-learning platform during the course. Gamification steps included a reward system, alternative learning paths, various feedback options and social interaction platforms. Course quality was assessed based on students’ willingness to participate in voluntary on-line tests, completion and results of final exams, as well as results of student satisfaction surveys. Our results indicate that gamification is able to improve IT course quality though it cannot solve all possible problems arising during such courses.


Gamification Blended learning Information technology education Case study 



The authors would like to thank Gabriella Baksa-Haskó for her continuous help and support.


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Copyright information

© Springer International Publishing AG 2018

Authors and Affiliations

  1. 1.Corvinus University of BudapestBudapestHungary

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