Computer programming learning: how to apply gamification on online courses?
Autor(a) principal: | |
---|---|
Data de Publicação: | 2018 |
Outros Autores: | , |
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. |
id |
RCAP_d6394466acffc458553b7ef71bc29ad9 |
---|---|
oai_identifier_str |
oai:repositorio.iscte-iul.pt:10071/15539 |
network_acronym_str |
RCAP |
network_name_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository_id_str |
7160 |
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:RCAAP2023-11-09T18:01:04Zoai:repositorio.iscte-iul.pt:10071/15539Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:32:32.265773Repositório 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 |
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 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10071/15539 |
url |
http://hdl.handle.net/10071/15539 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
2468-4376 10.20897/jisem.201811 |
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 |
Lectito |
publisher.none.fl_str_mv |
Lectito |
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 |
|
_version_ |
1799134886882181120 |