# Influence of Gamification on the Commitment of the Students of a Programming Course: A Case Study
## 2 Materials and Methods  
The core methodology of this research is centered around a novel web-based application that seamlessly integrates automated programming assessment features with gamification concepts. This tool, detailed by the same authors in foundational research [20], was meticulously designed to offer students in a programming course a dynamic and engaging learning environment. The gamified tool incorporates various game design elements, such as points, achievements, badges, leaderboards, and a store feature, all tailored to foster heightened engagement and motivation among students.  
To discern the impact of the gamified tool on students' commitment and learning experiences, a quantitative evaluation methodology was employed. The primary participants of this study were students enrolled in a programming course who interacted with the tool throughout its duration. Their performance metrics, commitment levels, and feedback were meticulously analyzed to derive meaningful insights.  
A survey akin to the one utilized in the original study was conducted to quantitatively gauge the students' experiences and perceptions. This survey aimed to glean insights into the effects of gamification and automated assessments on students' commitment, perceptions, usability, effectiveness, and satisfaction within the programming course context.  
The study was conducted at a public university in Spain, with 215 students participating from three distinct computer engineering degree programs, but having the same previous subjects about programming. Stratified random sampling [21; 22] was employed to ensure a representative sample for the case study, with students divided into strata corresponding to their specific degree programs. This approach provided a comprehensive perspective on the effects of the gamified learning environment across diverse educational paths.  
The participants were undergraduate students enrolled in an object-oriented programming course. This course was gamified using the aforementioned web-based tool, which incorporated motivational factors with the aim of enhancing their commitment and overall learning experience. The participants could achieve an extra 0.4 points through gamification out of a total of 10 points for the subject's final mark as extra credit obtained by reaching certain levels or milestones of programming [20].  
To rigorously assess the impact of the gamified tool on student performance, the study employed a comparative approach, dividing the participants into two distinct groups: an experimental group and a control group. The experimental group consisted of the 69 students who achieved the extra 0.4 points, while the control group comprised the 146 students who did not secure these additional points. This distinction allowed for a clear comparison of performance metrics, commitment levels, and overall experiences between the two groups.  
The performance metrics were categorized into three primary outcomes: Pass, Drop out, and Fail. For each outcome, percentages were calculated for both the experimental and control groups, providing a comprehensive view of the influence of gamification on student performance. This comparative approach ensured a robust evaluation of the gamified tool's effectiveness, with the differences in performance between the experimental and control groups serving as a testament to the tool's impact.