Utilize este identificador para referenciar este registo: http://hdl.handle.net/10362/34273
Título: Computer Programming Learning
Autor: Piteira, Martinha
Costa, Carlos J.
Aparicio, Manuela
Palavras-chave: SDG 4 - Quality Education
SDG 8 - Decent Work and Economic Growth
Data: 6-Abr-2018
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.
Descrição: 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
Peer review: yes
URI: http://www.lectitopublishing.nl/Article/Detail/computer-programming-learning-how-to-apply-gamification-on-online-courses
DOI: https://doi.org/10.20897/jisem.201811
ISSN: 2468-4376
Aparece nas colecções:NIMS: MagIC - Artigos em revista internacional com arbitragem científica (Peer-Review articles in international journals)

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