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Project Overview

This gender study seeks to better understand implications of gamification on student learning, identity development, and self-efficacy beliefs. The study consists of an in-depth inquiry into the experiences of female students as they participate in the use of SEP-CyLE (Software Engineering and Program Cyberlearning Environment) in order to provide insight into a demographic critical to the future success of computing as well as contribute to a better understanding of the role of gamification in student learning and engagement. 

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