Gamification to develop coding skills
Main Author: | |
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Publication Date: | 2018 |
Other Authors: | , |
Language: | eng |
Source: | Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
Download full: | http://hdl.handle.net/10773/26515 |
Summary: | 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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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 |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10773/26515 |
url |
http://hdl.handle.net/10773/26515 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
978-972-8627-79-9 |
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 |
CEIS20 |
publisher.none.fl_str_mv |
CEIS20 |
dc.source.none.fl_str_mv |
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FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia |
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RCAAP |
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RCAAP |
reponame_str |
Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
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Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
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Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia |
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1833594286128496640 |