Utilize este identificador para referenciar este registo:
http://hdl.handle.net/10071/15539Registo completo
| Campo DC | Valor | Idioma |
|---|---|---|
| dc.contributor.author | Piteira, M. | - |
| dc.contributor.author | Costa, C. | - |
| dc.contributor.author | Aparicio, M. | - |
| dc.date.accessioned | 2018-04-10T11:02:35Z | - |
| dc.date.available | 2018-04-10T11:02:35Z | - |
| dc.date.issued | 2018 | - |
| dc.identifier.issn | 2468-4376 | - |
| dc.identifier.uri | http://hdl.handle.net/10071/15539 | - |
| dc.description.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. | eng |
| dc.language.iso | eng | - |
| dc.publisher | Lectito | - |
| dc.relation | UID/MULTI/0446/2013 | - |
| dc.rights | openAccess | por |
| dc.subject | Gamification | eng |
| dc.subject | Flow | eng |
| dc.subject | eLearning | eng |
| dc.subject | Personality | eng |
| dc.subject | Framework | eng |
| dc.subject | Programming Learning | eng |
| dc.title | Computer programming learning: how to apply gamification on online courses? | eng |
| dc.type | article | - |
| dc.peerreviewed | yes | - |
| dc.journal | Journal of Information Systems Engineering and Management | - |
| dc.volume | 3 | - |
| dc.number | 2 | - |
| degois.publication.issue | 2 | - |
| degois.publication.title | Computer programming learning: how to apply gamification on online courses? | eng |
| dc.date.updated | 2019-03-20T12:03:52Z | - |
| dc.description.version | info:eu-repo/semantics/publishedVersion | - |
| dc.identifier.doi | 10.20897/jisem.201811 | - |
| iscte.subject.ods | Educação de qualidade | por |
| iscte.subject.ods | Igualdade de género | por |
| iscte.subject.ods | Indústria, inovação e infraestruturas | por |
| iscte.identifier.ciencia | https://ciencia.iscte-iul.pt/id/ci-pub-47467 | - |
| Aparece nas coleções: | ISTAR-RI - Artigos em revistas científicas internacionais com arbitragem científica | |
Ficheiros deste registo:
| Ficheiro | Descrição | Tamanho | Formato | |
|---|---|---|---|---|
| computer-programming-learning-how-to-apply-gamification-on-online-courses.pdf | Versão Editora | 462,78 kB | Adobe PDF | Ver/Abrir |
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