A conceptual framework to implement gamification on online courses of computer programming learning: Implementation

Detalhes bibliográficos
Autor(a) principal: Piteira, M.
Data de Publicação: 2017
Outros Autores: Costa, C. J., Aparicio, M.
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/22869
Resumo: On the last years, gamification has studient in variuous contexts, such as marketing, health, sports and education. According to literature, gamification integrates “elements of game design in non-game context”, with the objective of increasing users’ engagement in certain activities. Therefore gamification integration on information systems should follow a formal and clear design process. However, these gamification design processes for specific contexts are not still defined. Thus, based on a literature review the authors proposed in a previously conducted study a framework for the implementation of gamification in online courses of computer programming learning. The framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. In the scope of this paper, authors present and describe the implementation of the conceptual framework. In order to achive the objective, an online course of fundamentals of programming was designed and implemented, based on the previously proposed framework having then been launched a questionnaire to the students who attended the online course. The student’s attitudes towards game elements have been identified.
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spelling A conceptual framework to implement gamification on online courses of computer programming learning: ImplementationProgrammingGamificationFrameworke-LearningOn the last years, gamification has studient in variuous contexts, such as marketing, health, sports and education. According to literature, gamification integrates “elements of game design in non-game context”, with the objective of increasing users’ engagement in certain activities. Therefore gamification integration on information systems should follow a formal and clear design process. However, these gamification design processes for specific contexts are not still defined. Thus, based on a literature review the authors proposed in a previously conducted study a framework for the implementation of gamification in online courses of computer programming learning. The framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. In the scope of this paper, authors present and describe the implementation of the conceptual framework. In order to achive the objective, an online course of fundamentals of programming was designed and implemented, based on the previously proposed framework having then been launched a questionnaire to the students who attended the online course. The student’s attitudes towards game elements have been identified.IATED2021-07-05T13:33:04Z2017-01-01T00:00:00Z20172021-07-05T14:44:41Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10071/22869eng978-84-697-6957-72340-109510.21125/iceri.2017.1865Piteira, M.Costa, C. J.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:RCAAP2024-07-07T03:38:15Zoai:repositorio.iscte-iul.pt:10071/22869Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-07-07T03:38:15Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv A conceptual framework to implement gamification on online courses of computer programming learning: Implementation
title A conceptual framework to implement gamification on online courses of computer programming learning: Implementation
spellingShingle A conceptual framework to implement gamification on online courses of computer programming learning: Implementation
Piteira, M.
Programming
Gamification
Framework
e-Learning
title_short A conceptual framework to implement gamification on online courses of computer programming learning: Implementation
title_full A conceptual framework to implement gamification on online courses of computer programming learning: Implementation
title_fullStr A conceptual framework to implement gamification on online courses of computer programming learning: Implementation
title_full_unstemmed A conceptual framework to implement gamification on online courses of computer programming learning: Implementation
title_sort A conceptual framework to implement gamification on online courses of computer programming learning: Implementation
author Piteira, M.
author_facet Piteira, M.
Costa, C. J.
Aparicio, M.
author_role author
author2 Costa, C. J.
Aparicio, M.
author2_role author
author
dc.contributor.author.fl_str_mv Piteira, M.
Costa, C. J.
Aparicio, M.
dc.subject.por.fl_str_mv Programming
Gamification
Framework
e-Learning
topic Programming
Gamification
Framework
e-Learning
description On the last years, gamification has studient in variuous contexts, such as marketing, health, sports and education. According to literature, gamification integrates “elements of game design in non-game context”, with the objective of increasing users’ engagement in certain activities. Therefore gamification integration on information systems should follow a formal and clear design process. However, these gamification design processes for specific contexts are not still defined. Thus, based on a literature review the authors proposed in a previously conducted study a framework for the implementation of gamification in online courses of computer programming learning. The framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. In the scope of this paper, authors present and describe the implementation of the conceptual framework. In order to achive the objective, an online course of fundamentals of programming was designed and implemented, based on the previously proposed framework having then been launched a questionnaire to the students who attended the online course. The student’s attitudes towards game elements have been identified.
publishDate 2017
dc.date.none.fl_str_mv 2017-01-01T00:00:00Z
2017
2021-07-05T13:33:04Z
2021-07-05T14:44:41Z
dc.type.driver.fl_str_mv conference object
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10071/22869
url http://hdl.handle.net/10071/22869
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 978-84-697-6957-7
2340-1095
10.21125/iceri.2017.1865
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv IATED
publisher.none.fl_str_mv IATED
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv mluisa.alvim@gmail.com
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