Evaluating Value Creation, Motivation, and Personal Experiences in a Game-Based Professional Learning Network for Computer Science Education
Ali Soleymani (TU Delft - Web Information Systems)
Maarten De Laat (University of South Australia)
M.M. Specht (TU Delft - Web Information Systems)
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Abstract
Gamification has emerged as a promising strategy to enhance student engagement and learning outcomes in computer science education. This study uses Wenger's Value Creation Framework to evaluate and design the gamification elements in the Answers platform, a Professional Learning Network (PLN) developed at TU Delft. Using a mixed-methods approach with 372 participants, this research examines the platform's impact on learning, motivation, and social interaction. Findings indicate that the platform significantly enhances academic engagement and applied value, as students actively use it for knowledge acquisition and problem-solving. However, social connectivity remains limited, as reflected in lower scores for relatedness and potential value. Qualitative insights reveal that students primarily engage with the platform for academic support rather than networking or peer collaboration. This study contributes to e-learning practice by offering design recommendations to integrate collaborative learning elements better and foster social interaction within gamified learning environments. Additionally, it advances theoretical discussions on gamified PLNs by illustrating how Wenger's framework can be operationalized to assess value creation in digital learning networks. The findings highlight the need for a more holistic approach to gamification that extends beyond point-based rewards to include community-driven engagement mechanisms. By addressing these gaps, this research provides actionable insights for educators, platform designers, and policymakers, supporting the development of more effective gamified learning environments that balance motivation, collaboration, and engagement in online education.