A conceptual framework to implement gamification on online courses of computer programming learning: Implementation

dc.contributor.authorPiteira, M.
dc.contributor.authorCosta, C. J.
dc.contributor.authorAparicio, M.
dc.contributor.editorChova, L. G., Martinez, A. L. and Torres, I. C.
dc.date.accessioned2021-07-05T13:33:04Z
dc.date.available2021-07-05T13:33:04Z
dc.date.issued2017
dc.date.updated2021-07-05T14:44:41Z
dc.description.abstractOn the last years, gamification has studient in variuous contexts, such as marketing, health, sports and education. According to literature, gamification integrates “elements of game design in non-game context”, with the objective of increasing users’ engagement in certain activities. Therefore gamification integration on information systems should follow a formal and clear design process. However, these gamification design processes for specific contexts are not still defined. Thus, based on a literature review the authors proposed in a previously conducted study a framework for the implementation of gamification in online courses of computer programming learning. The framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. In the scope of this paper, authors present and describe the implementation of the conceptual framework. In order to achive the objective, an online course of fundamentals of programming was designed and implemented, based on the previously proposed framework having then been launched a questionnaire to the students who attended the online course. The student’s attitudes towards game elements have been identified.eng
dc.description.versioninfo:eu-repo/semantics/acceptedVersion
dc.event.date2017
dc.event.locationSeville, Spaineng
dc.event.title10th annual International Conference of Education, Research and Innovation
dc.event.typeConferênciapt
dc.identifier.doi10.21125/iceri.2017.1865
dc.identifier.isbn978-84-697-6957-7
dc.identifier.issn2340-1095
dc.identifier.urihttp://hdl.handle.net/10071/22869
dc.journalICERI2017 Proceedings
dc.language.isoeng
dc.pagination7022 - 7031
dc.peerreviewedyes
dc.publisherIATED
dc.relationUID/MULTI/0446/2013
dc.rightsopen access
dc.subjectProgrammingeng
dc.subjectGamificationeng
dc.subjectFrameworkeng
dc.subjecte-Learningeng
dc.subject.fosDomínio/Área Científica::Ciências Naturais::Ciências Físicaspor
dc.titleA conceptual framework to implement gamification on online courses of computer programming learning: Implementationeng
dc.typeconferenceObject
degois.publication.firstPage7022
degois.publication.lastPage7031
degois.publication.locationSeville, Spaineng
degois.publication.titleA conceptual framework to implement gamification on online courses of computer programming learning: Implementationeng
dspace.entity.typePublicationen
iscte.alternateIdentifiers.wosWOS:000429975307021
iscte.identifier.cienciahttps://ciencia.iscte-iul.pt/id/ci-pub-41118
iscte.subject.odsEducação de qualidadepor
iscte.subject.odsTrabalho digno e crescimento económicopor
iscte.subject.odsReduzir as desigualdadespor

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