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Öka intresset för programmering genom spelifiering
KTH, School of Computer Science and Communication (CSC).
2015 (Swedish)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Increasing interest in programming through gamification (English)
Abstract [sv]

Den rådande kompetensbristen av IT-kunniga i Sverige kan påverka den ekonomiska tillväxten. Det behövs fler utexaminerade studenter som kan säkerställa att IT-näringen fortsätter att utvecklas. Spelifiering har använts för att öka användares engagemang, intresse och motivation inom en mängd olika områden. Det finns redan nu ett par spelifierade plattformar som har engagerat miljontals användare, till exempel Khan Academy och Codecademy.


Syftet med denna rapport är att undersöka hur en spelifierad plattform skulle kunna användas för att öka studenters motivation till att lära sig programmering, samt få fler intresserade av programmering. Sex studenter har deltagit i två enkätstudier som har undersökt deras motivation och intresse, vilka brister det finns i den inledande programmeringskursen och hur den populära spelifierade plattformen Codecademy påverkar deras motivation och intresse för programmering.


Resultatet visar att samtliga respondenter uppskattar Codecademys design och upplever en hög motivation vid användning. Dessutom pekar resultatet på att de brister som finns i den inledande programmeringskursen delvis skulle kunna avhjälpas med en spelifierad plattform.


Slutsatserna blir att en spelifierad plattform med liknande struktur som Codecademy har potentialen att öka studenters motivation för programmering och skulle vara ett användbart komplement i de avseende som den traditionella kursen brister. Detta skulle kunna bidra till att fler studenter väljer att aktivt studera programmering istället för att bli avskräckta.

Abstract [en]

The prevailing shortage of people proficient in IT could affect Sweden’s economic growth. There’s a need for more graduates with the requested knowledge who can ensure that the

IT industry continues to evolve. Gamification has been used in a variety of areas to increase user engagement, interest and motivation. There are already a couple of gamified platforms who have engaged millions of new users, for example Khan Academy and Codecademy.


The purpose of this report is to examine how a gamified platform could be used to increase students' motivation to learn programming, as well as getting more of them interested in programming. Six students have participated in two surveys which have examined their motivation and interest, what deficiencies there are in the introductory programming course and how the popular gamified platform Codecademy affects their motivation and interest in programming.


The result shows that all respondents appreciate Codecademy’s design and experience a high motivation while using the platform. Furthermore, the results indicate that the deficiencies found in the introductory programming course could partly be resolved with a gamified platform.


The conclusions are that a gamified platform with a similar structure to Codecademy has the potential to increase student’s motivation for programming and would be a useful complement where the traditional course falls short. This could contribute to more students choosing to actively study programming instead of becoming discouraged.

Place, publisher, year, edition, pages
Keyword [sv]
National Category
Media and Communication Technology
URN: urn:nbn:se:kth:diva-169571OAI: diva2:822516
Subject / course
Media Technology
Educational program
Master of Science in Engineering - Media Technology
Available from: 2015-06-17 Created: 2015-06-16 Last updated: 2015-06-17Bibliographically approved

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