Gamification is applying games in non-game contexts. This study uses card game plays to gamify assessment activity in the first programming class. An experimental study with one-group and post-test are conducted to test the perceived usefulness of the gamifying evaluation method and verify the proposed research model, based on Expectation Confirmation Theory; IT Continuance Model. Students perceive the usefulness of gamifying take-home exams in terms of increasing understanding, problem solving, creativity, and confidence more than the traditional ones. This study provides empirical supports for the relationship between performance and satisfaction and the influence of satisfaction on continued engagement intention of the game plays in classroom settings. The results could be applied to relax students’ anxiety in the programming course's testing.
Thongmak, Mathupayas, "Gamifying the First Programming Class: Outcomes and Antecedents of Continued Engagement Intention" (2017). Proceedings of the 2017 AIS SIGED International Conference on Information Systems Education and Research. 5.