Gamification to develop coding skills

Detalhes bibliográficos
Autor(a) principal: Martins, Ciro
Data de Publicação: 2018
Outros Autores: Marques, Fábio, Balula, Ana
Idioma: eng
Título da fonte: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Texto Completo: http://hdl.handle.net/10773/26515
Resumo: Digital technologies are increasingly assuming a crucial role in daily routines and in our professional lives, and, thereof, they are more and more relevant to provide solid answers to emerging societal challenges. Nonetheless, in initial programming curricular units, it is not always easy to manage the students' different knowledge level, especially due to their diverse learning backgrounds. In this scenario, a teaching/learning strategy was designed to minimize the students’ heterogeneity (as well as the constraints that spur from it) and try to guarantee learning equity among them. Thus, the strategy was based on a flipped classroom approach, which implies the students’ autonomous work prior to face-to-face (in-class) work. For that purpose, two platforms were chosen with different purposes: i) Code Avengers was selected to create controlled, practical learning and teaching experiences in a gamified environment, and ii) Mooshak for the teacher for automatic assessment, to monitor and give feedback to students in online environment. The global perception as to the strategy implementation is that it has great potential, i.e. it had a positive impact on the students’ interest in developing coding skills, in particular due to its gamification facet and the instant feedback provided to students.
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spelling Gamification to develop coding skillsProgramming skillsLearning motivationFlipped classroomGamificationDigital technologies are increasingly assuming a crucial role in daily routines and in our professional lives, and, thereof, they are more and more relevant to provide solid answers to emerging societal challenges. Nonetheless, in initial programming curricular units, it is not always easy to manage the students' different knowledge level, especially due to their diverse learning backgrounds. In this scenario, a teaching/learning strategy was designed to minimize the students’ heterogeneity (as well as the constraints that spur from it) and try to guarantee learning equity among them. Thus, the strategy was based on a flipped classroom approach, which implies the students’ autonomous work prior to face-to-face (in-class) work. For that purpose, two platforms were chosen with different purposes: i) Code Avengers was selected to create controlled, practical learning and teaching experiences in a gamified environment, and ii) Mooshak for the teacher for automatic assessment, to monitor and give feedback to students in online environment. The global perception as to the strategy implementation is that it has great potential, i.e. it had a positive impact on the students’ interest in developing coding skills, in particular due to its gamification facet and the instant feedback provided to students.CEIS202019-09-10T14:43:48Z2018-05-01T00:00:00Z2018-05book partinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10773/26515eng978-972-8627-79-9Martins, CiroMarques, FábioBalula, Anainfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-05-06T04:21:30Zoai:ria.ua.pt:10773/26515Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T14:05:38.054871Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Gamification to develop coding skills
title Gamification to develop coding skills
spellingShingle Gamification to develop coding skills
Martins, Ciro
Programming skills
Learning motivation
Flipped classroom
Gamification
title_short Gamification to develop coding skills
title_full Gamification to develop coding skills
title_fullStr Gamification to develop coding skills
title_full_unstemmed Gamification to develop coding skills
title_sort Gamification to develop coding skills
author Martins, Ciro
author_facet Martins, Ciro
Marques, Fábio
Balula, Ana
author_role author
author2 Marques, Fábio
Balula, Ana
author2_role author
author
dc.contributor.author.fl_str_mv Martins, Ciro
Marques, Fábio
Balula, Ana
dc.subject.por.fl_str_mv Programming skills
Learning motivation
Flipped classroom
Gamification
topic Programming skills
Learning motivation
Flipped classroom
Gamification
description Digital technologies are increasingly assuming a crucial role in daily routines and in our professional lives, and, thereof, they are more and more relevant to provide solid answers to emerging societal challenges. Nonetheless, in initial programming curricular units, it is not always easy to manage the students' different knowledge level, especially due to their diverse learning backgrounds. In this scenario, a teaching/learning strategy was designed to minimize the students’ heterogeneity (as well as the constraints that spur from it) and try to guarantee learning equity among them. Thus, the strategy was based on a flipped classroom approach, which implies the students’ autonomous work prior to face-to-face (in-class) work. For that purpose, two platforms were chosen with different purposes: i) Code Avengers was selected to create controlled, practical learning and teaching experiences in a gamified environment, and ii) Mooshak for the teacher for automatic assessment, to monitor and give feedback to students in online environment. The global perception as to the strategy implementation is that it has great potential, i.e. it had a positive impact on the students’ interest in developing coding skills, in particular due to its gamification facet and the instant feedback provided to students.
publishDate 2018
dc.date.none.fl_str_mv 2018-05-01T00:00:00Z
2018-05
2019-09-10T14:43:48Z
dc.type.driver.fl_str_mv book part
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dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 978-972-8627-79-9
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dc.publisher.none.fl_str_mv CEIS20
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