Электронный архив

Engagement in the course of programming in higher education through the use of gamification

Показать сокращенную информацию

dc.contributor.author Rojas-López A.
dc.contributor.author Rincón-Flores E.
dc.contributor.author Mena J.
dc.contributor.author García-Peñalvo F.
dc.contributor.author Ramírez-Montoya M.
dc.date.accessioned 2020-01-15T21:48:12Z
dc.date.available 2020-01-15T21:48:12Z
dc.date.issued 2019
dc.identifier.issn 1615-5289
dc.identifier.uri https://dspace.kpfu.ru/xmlui/handle/net/156064
dc.description.abstract © 2019, Springer-Verlag GmbH Germany, part of Springer Nature. Programming learning in college education is hard for students. Consequently, strategies are required to boost significant learning as well as sustained motivation during the delivery of the course. For this reason, the following investigation determines if the didactic strategy of gamification encourages engagement in a university level programming course. The article presents two interventions that took place during the period of January to April 2017 and January to April 2018 in a University of Mexico using the challenge-based gamification pedagogical strategy. This strategy supports the Werbach and Hunter methodology. The dynamics were emotional, social, and progressive and were conducted through challenge and opportunities mechanics. The components were points, badges, avatars, and a leaderboard. In both interventions, surveys were used to know the acceptance of the strategy on behalf of the students, and a meta-evaluation instrument was applied after the first intervention with the purpose of strengthening and improving the didactic strategy. The main conclusion of this work indicates that gamification in the classroom contributed to improve the engagement with the students to succeed in solving the challenges successfully; therefore, the pedagogical strategy under scrutiny can be applied to other subjects.
dc.relation.ispartofseries Universal Access in the Information Society
dc.subject Challenge
dc.subject Engagement
dc.subject Gamification
dc.subject Motivation
dc.title Engagement in the course of programming in higher education through the use of gamification
dc.type Article
dc.relation.ispartofseries-issue 3
dc.relation.ispartofseries-volume 18
dc.collection Публикации сотрудников КФУ
dc.relation.startpage 583
dc.source.id SCOPUS16155289-2019-18-3-SID85069727878


Файлы в этом документе

Данный элемент включен в следующие коллекции

  • Публикации сотрудников КФУ Scopus [24551]
    Коллекция содержит публикации сотрудников Казанского федерального (до 2010 года Казанского государственного) университета, проиндексированные в БД Scopus, начиная с 1970г.

Показать сокращенную информацию

Поиск в электронном архиве


Расширенный поиск

Просмотр

Моя учетная запись

Статистика