Please use this identifier to cite or link to this item: http://hdl.handle.net/10071/15539
Author(s): Piteira, M.
Costa, C.
Aparicio, M.
Date: 2018
Title: Computer programming learning: how to apply gamification on online courses?
Volume: 3
Number: 2
ISSN: 2468-4376
DOI (Digital Object Identifier): 10.20897/jisem.201811
Keywords: Gamification
Flow
eLearning
Personality
Framework
Programming Learning
Abstract: Gamification has attracted the attention of researchers from different areas such as marketing, health, sports, and education. Gamification integrates elements of game design in non-game context, with the purpose of engaging a person in a particular activity. This integration should follow a formal and precise design process. However, these gamification design processes for specific contexts are not still defined. This article presents a proposal for a gamification framework for online distance courses to learn how to program. This framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. This article also presents a review of the existing literature on these dimensions. The theoretical framework is a contribution to guide teachers in the gamification of online programming learning courses.
Peerreviewed: yes
Access type: Open Access
Appears in Collections:ISTAR-RI - Artigos em revistas científicas internacionais com arbitragem científica

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