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 |
Files in This Item:
File | Description | Size | Format | |
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computer-programming-learning-how-to-apply-gamification-on-online-courses.pdf | Versão Editora | 462,78 kB | Adobe PDF | View/Open |
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