Computers are used in almost all the fields in our daily life –they are used in various occupations and do the tasks with greater precision and as a result, made the life more comfortable. As such, more than 500,000 computing jobs remain unfulfilled in the US (Reported by app association), and many nations need more computer scientist. Therefore, this urge the need for engineering education community and researchers to focus more on underrepresentation of women in CS due to the fact that women currently comprise only 15.7% of computing degrees awarded ; Computer Science has one of the most considerable gender disparities in science, technology, and engineering and the number of female students choosing computer science as their major remains underrepresented regardless of recent improvements; and the reason behind this statistic is the challenges that lessen students’ motivation in CS majors; Programming courses have always had a negative image among students and usually need more practice. In order to increase the number of female students in CS and ensure the health of the community, there is a need to better understand and discover a mechanism that can improve women’s participation in computer science which leads to attracting more female students in computer science.
Researchers have explored various engagements strategies in the fields of computer science. One of the strategies that have seen an increase and garnered attention in the last two decades is the use of video game elements or gamification in different fields such as education. Gamification -which usually refers to using video game mechanics in activities not related to video games - aims to increase participants’ engagement and enjoyment. This notion has been increasing popularity over time especially among especially education researchers because game elements -which provide challenges to the players and motivate them to set goals- can be used in learning environments appropriately to enhance the motivation of learners.
While there is a strong body of literature around the implications of gamification on student learning, there are inconsistent results in the literature with regards to the interests or attitudes of women. This review aims to provide a critical evaluation of the use of gamification in the application in the existing literature in 1) education 2) computer science and 3) women in computer science to provide a basis for more targeted learning engagement strategies to motivate and retain more women in computing fields and build on the literature on gamification and gender.
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