Computer Programming Learning

Detalhes bibliográficos
Autor(a) principal: Piteira, Martinha
Data de Publicação: 2018
Outros Autores: Costa, Carlos J., Aparicio, Manuela
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.20897/jisem.201811
Resumo: Piteira, M., Costa, C. J., & Aparicio, M. (2018). Computer Programming Learning: How to Apply Gamification on Online Courses? Journal of Information Systems Engineering & Management, 3(2), [11]. DOI: 10.20897/jisem.201811
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spelling Computer Programming LearningHow to Apply Gamification on Online Courses?SDG 4 - Quality EducationSDG 8 - Decent Work and Economic GrowthPiteira, M., Costa, C. J., & Aparicio, M. (2018). Computer Programming Learning: How to Apply Gamification on Online Courses? Journal of Information Systems Engineering & Management, 3(2), [11]. DOI: 10.20897/jisem.201811Gamification 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.NOVA Information Management School (NOVA IMS)Information Management Research Center (MagIC) - NOVA Information Management SchoolRUNPiteira, MartinhaCosta, Carlos J.Aparicio, Manuela2018-04-10T22:18:37Z2018-04-062018-04-06T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.20897/jisem.201811eng2468-4376PURE: 3880872http://www.lectitopublishing.nl/Article/Detail/computer-programming-learning-how-to-apply-gamification-on-online-courseshttps://doi.org/10.20897/jisem.201811info: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:RCAAP2023-07-10T15:43:24ZPortal AgregadorONG
dc.title.none.fl_str_mv Computer Programming Learning
How to Apply Gamification on Online Courses?
title Computer Programming Learning
spellingShingle Computer Programming Learning
Piteira, Martinha
SDG 4 - Quality Education
SDG 8 - Decent Work and Economic Growth
title_short Computer Programming Learning
title_full Computer Programming Learning
title_fullStr Computer Programming Learning
title_full_unstemmed Computer Programming Learning
title_sort Computer Programming Learning
author Piteira, Martinha
author_facet Piteira, Martinha
Costa, Carlos J.
Aparicio, Manuela
author_role author
author2 Costa, Carlos J.
Aparicio, Manuela
author2_role author
author
dc.contributor.none.fl_str_mv NOVA Information Management School (NOVA IMS)
Information Management Research Center (MagIC) - NOVA Information Management School
RUN
dc.contributor.author.fl_str_mv Piteira, Martinha
Costa, Carlos J.
Aparicio, Manuela
dc.subject.por.fl_str_mv SDG 4 - Quality Education
SDG 8 - Decent Work and Economic Growth
topic SDG 4 - Quality Education
SDG 8 - Decent Work and Economic Growth
description Piteira, M., Costa, C. J., & Aparicio, M. (2018). Computer Programming Learning: How to Apply Gamification on Online Courses? Journal of Information Systems Engineering & Management, 3(2), [11]. DOI: 10.20897/jisem.201811
publishDate 2018
dc.date.none.fl_str_mv 2018-04-10T22:18:37Z
2018-04-06
2018-04-06T00:00:00Z
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url https://doi.org/10.20897/jisem.201811
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 2468-4376
PURE: 3880872
http://www.lectitopublishing.nl/Article/Detail/computer-programming-learning-how-to-apply-gamification-on-online-courses
https://doi.org/10.20897/jisem.201811
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