Publication: Enhancing Java learning through gamification: a web-based application
| dc.contributor.advisor | Nhlapo, Moleboge E. | |
| dc.contributor.advisor | Gorejena, Karikoga | |
| dc.contributor.author | Sithole, Jonathan T. | |
| dc.date.accessioned | 2026-11-12T13:49:05Z | |
| dc.date.issued | 2026 | |
| dc.description | Thesis, (MCom(Informatics with Information Systems))-- North-West University, Potchefstroom, 2026. | |
| dc.description.abstract | The challenge of student attrition and lack of engagement in introductory programming courses is a global concern in higher education. Java, specifically, presents a steep learning curve due to its strict syntax and abstract concepts, often leading to cognitive overload and demotivation among novice programmers. This study investigates how gamification can be leveraged to address these challenges by designing and developing a web-based learning application tailored to the needs of IT students. Adopting a design science research (DSR) methodology, the study followed a rigorous cycle of problem identification, objective definition, design, development, and evaluation. Data was collected from information technology students at North-West University (NWU) through quantitative questionnaires (N=20) and qualitative focus groups (N=6). The findings revealed that students desire authentic practice over superficial "toy" games, with a strong demand for immediate feedback (100% agreement), professional-grade tools (simulating Visual Studio Code), and "safe" social competition where leaderboards are opt-in to reduce anxiety. Based on these empirical insights, the study developed JavaRealm, a web application utilizing the MERN stack (MongoDB, Express, React, Node.js). The artifact features a "Skill Tree" for visual progression, an authentic Monaco code editor for practical tasks, and a narrative-driven "Boss Battle" system to test mastery. The design verification confirms that JavaRealm is built to translate established motivational and engagement principles into a functional software artifact, grounded in empirical student needs data and established educational theory. The study contributes to the field of educational technology by providing a practical blueprint for implementing gamification in complex cognitive domains, proposing, based on empirical design evidence, that effective gamification must prioritise scaffolding, authenticity, structured progression, and user autonomy over simple points and badges - a set of design principles ready for empirical validation in future longitudinal research. | |
| dc.description.sustainable | Quality Education | |
| dc.identifier.uri | https://orcid.org/0000-0001-9885-0131 | |
| dc.identifier.uri | http://hdl.handle.net/10394/47523 | |
| dc.language.iso | en | |
| dc.publisher | North-West University (South Africa) | |
| dc.subject | Gamification | |
| dc.subject | Java programming education | |
| dc.subject | design science research (DSR) | |
| dc.subject | student motivation | |
| dc.subject | web-based application | |
| dc.subject | educational technology | |
| dc.subject | software development | |
| dc.title | Enhancing Java learning through gamification: a web-based application | |
| dc.type | Thesis | |
| dspace.entity.type | Publication |
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