# Influence of Gamification on the Commitment of the Students of a Programming Course: A Case Study
## 4 Discussion and Conclusions
A combined total of 89.38% of students (34.51% completely agreed and 54.87% agreed) perceived the tests, both standard and concealed, as beneficial. The concealed tests, which did not reveal the input and expected output to learners, likely added an element of challenge and intrigue, prompting students to think critically and problem solve. Feedback on the points and achievements system further highlights the tool's effectiveness in the course context. A substantial 79.65% of students (44.25% completely agreed and 35.40% agreed) found the system appropriate and motivating. The points and achievements system, which serves as a tangible measure of progress and accomplishment, appears to resonate with students, encouraging them to actively participate and strive for excellence. Assessing the overall experience with the gamification tool reveals overwhelmingly positive feedback. Nearly all students, with 95.57% in agreement, indicated that their engagement with the tool had been beneficial. This high level of satisfaction suggests that the gamified elements not only enhanced the learning experience but also fostered a sense of achievement and motivation among students. Our findings on the positive perceptions and experiences regarding the usability and effectiveness of the gamified tool resonate with other studies in the field. For instance, the effectiveness of game-based learning tools, such as Kahoot, in enhancing motivation and engagement in online tertiary education classrooms during the pandemic was also observed in a study conducted in Hong Kong [5]. Furthermore, the motivational impact of competitive behavior and the value of immediate feedback in a MOOC setting were highlighted in other research [25]. These insights emphasize the pivotal role of gamification in shaping positive student experiences across diverse educational contexts. Regarding the third research question, \"What are the students' perceptions and experiences regarding the satisfaction with the web-based gamified tool?\", the survey data also shed light on the students' overall satisfaction and experiences. The emotions tied to earning points in the gamified system are overwhelmingly positive. Specifically, 85.84% of the respondents, comprising 42.48% who completely agreed and 43.36% who agreed, expressed feelings of happiness upon accumulating points. This positive emotional response underscores the effectiveness of the points system in evoking joy and satisfaction, further enhancing the students' engagement with the tool. When examining the sense of accomplishment students feel when their code successfully passes the tests, the feedback is notably positive. A vast majority, 97.34% of the respondents, consisting of 71.68% who completely agreed and 25.66% who agreed, conveyed satisfaction upon passing the coding tests. This sentiment emphasizes the importance of immediate feedback in the learning process. Successfully passing the tests, especially the concealed ones, provides students with a tangible measure of their progress, fostering a sense of achievement and reinforcing their learning. The inclination towards the adoption of similar gamified tools in other subjects also provides insights into the students' satisfaction levels. An impressive 97.35% of students, with 73.45% completely agreeing and 23.90% agreeing, expressed a preference for the integration of gamified tools in other academic contexts. This strong inclination reflects the students' appreciation of the gamification approach, suggesting that they found it not only effective in the programming course but also see its potential benefits in other subjects. However, when assessing students' comfort levels regarding the public display of their results and comparisons with peers, the feedback is more varied. While a minority of 15.70% expressed discomfort with their results being publicly displayed, a significant 45.92% (20.35% disagreed and 25.67% completely disagreed) showcased a preference for the public display of results.