Computer programming learning: how to apply gamification on online courses?

Detalhes bibliográficos
Autor(a) principal: Piteira, M.
Data de Publicação: 2018
Outros Autores: Costa, C., Aparicio, M.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/15539
Resumo: 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.
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spelling Computer programming learning: how to apply gamification on online courses?GamificationFloweLearningPersonalityFrameworkProgramming LearningGamification 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.Lectito2018-04-10T11:02:35Z2018-01-01T00:00:00Z20182019-03-20T12:03:52Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/15539eng2468-437610.20897/jisem.201811Piteira, M.Costa, C.Aparicio, M.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-25T17:47:14ZPortal AgregadorONG
dc.title.none.fl_str_mv Computer programming learning: how to apply gamification on online courses?
title Computer programming learning: how to apply gamification on online courses?
spellingShingle Computer programming learning: how to apply gamification on online courses?
Piteira, M.
Gamification
Flow
eLearning
Personality
Framework
Programming Learning
title_short Computer programming learning: how to apply gamification on online courses?
title_full Computer programming learning: how to apply gamification on online courses?
title_fullStr Computer programming learning: how to apply gamification on online courses?
title_full_unstemmed Computer programming learning: how to apply gamification on online courses?
title_sort Computer programming learning: how to apply gamification on online courses?
author Piteira, M.
author_facet Piteira, M.
Costa, C.
Aparicio, M.
author_role author
author2 Costa, C.
Aparicio, M.
author2_role author
author
dc.contributor.author.fl_str_mv Piteira, M.
Costa, C.
Aparicio, M.
dc.subject.por.fl_str_mv Gamification
Flow
eLearning
Personality
Framework
Programming Learning
topic Gamification
Flow
eLearning
Personality
Framework
Programming Learning
description 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.
publishDate 2018
dc.date.none.fl_str_mv 2018-04-10T11:02:35Z
2018-01-01T00:00:00Z
2018
2019-03-20T12:03:52Z
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dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 2468-4376
10.20897/jisem.201811
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dc.publisher.none.fl_str_mv Lectito
publisher.none.fl_str_mv Lectito
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