Gamified Programming Platforms: Analysis and Recommendations

Авторы

  • Ra’nokhon Rakhimova Автор

DOI:

https://doi.org/10.5281/zenodo.18680053

Ключевые слова:

gamified learning, programming platforms, CodeCombat, CodinGame, Tynker, Scratch, Blockly Games, educational technology

Аннотация

In the context of contemporary globalization, the demand for acquiring modern professions is steadily increasing.
Programming is widely recognized as a complex cognitive activity; however, learning it through gamified technologies
makes the process both engaging and pedagogically effective. Gamified programming platforms enhance motivation
by integrating game elements such as levels, points, badges, and interactive challenges into the learning process. This
article analyzes and compares five popular platforms – CodeCombat, CodinGame, Tynker, Scratch, and Blockly Games.
Each platform demonstrates distinctive characteristics: CodeCombat teaches programming in an RPG format with realtime
feedback; CodinGame supports global competition and multiple programming languages; Tynker integrates blockbased
and text-based coding to facilitate creative project development; Scratch enables the creation of interactive stories
and games through visual programming; and Blockly Games fosters mathematical and logical thinking skills. The analysis
indicates that Scratch and Blockly Games are most suitable for young learners; CodeCombat is effective for beginners;
while adolescents and adults can benefit from CodinGame’s competitive and multilingual environment. Tynker is particularly
appropriate for schools and structured curricula. Furthermore, advanced learners are recommended to transition
from block-based platforms to text-based programming languages. The article highlights the advantages and limitations
of gamified platforms and provides practical recommendations for effective programming education

Биография автора

  • Ra’nokhon Rakhimova

    National pedagogical university named after Nizami,
    1st-year PhD student
     

Библиографические ссылки

1. Resnick, M., Maloney, J., Monroy-Hernández, A., et al. (2009). Scratch: Programming for All. Communications of the

ACM, 52(11), 60–67.

2. Grover, S., & Pea, R. (2013). Computational Thinking in K–12: A Review of the State of the Field. Educational

Researcher, 42(1), 38–43.

3. Kapp, K. M. (2012). The Gamification of Learning and Instruction. Pfeiffer.

4. Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? A Literature Review of Empirical Studies on

Gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences.

5. Papert, S. (1980). Mindstorms: Children, Computers, and Powerful Ideas. Basic Books.

6. Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital

Press.

7. CodeCombat. (n.d.). https://codecombat.com

8. CodinGame. (n.d.). https://www.codingame.com

9. Tynker. (n.d.). https://www.tynker.com

10. Scratch. (n.d.). https://scratch.mit.edu

11. Blockly Games. (n.d.). https://blockly.games

Опубликован

2026-02-02

Как цитировать

Gamified Programming Platforms: Analysis and Recommendations. (2026). MAKTABGACHA VA MAKTAB TA’LIMI JURNALI, 4(2). https://doi.org/10.5281/zenodo.18680053