A conceptual framework to implement gamification on online courses of computer programming learning: Implementation
Main Author: | |
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Publication Date: | 2017 |
Other Authors: | , |
Language: | eng |
Source: | Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
Download full: | http://hdl.handle.net/10071/22869 |
Summary: | On the last years, gamification has studient in variuous contexts, such as marketing, health, sports and education. According to literature, gamification integrates “elements of game design in non-game context”, with the objective of increasing users’ engagement in certain activities. Therefore gamification integration on information systems should follow a formal and clear design process. However, these gamification design processes for specific contexts are not still defined. Thus, based on a literature review the authors proposed in a previously conducted study a framework for the implementation of gamification in online courses of computer programming learning. The framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. In the scope of this paper, authors present and describe the implementation of the conceptual framework. In order to achive the objective, an online course of fundamentals of programming was designed and implemented, based on the previously proposed framework having then been launched a questionnaire to the students who attended the online course. The student’s attitudes towards game elements have been identified. |
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A conceptual framework to implement gamification on online courses of computer programming learning: ImplementationProgrammingGamificationFrameworke-LearningOn the last years, gamification has studient in variuous contexts, such as marketing, health, sports and education. According to literature, gamification integrates “elements of game design in non-game context”, with the objective of increasing users’ engagement in certain activities. Therefore gamification integration on information systems should follow a formal and clear design process. However, these gamification design processes for specific contexts are not still defined. Thus, based on a literature review the authors proposed in a previously conducted study a framework for the implementation of gamification in online courses of computer programming learning. The framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. In the scope of this paper, authors present and describe the implementation of the conceptual framework. In order to achive the objective, an online course of fundamentals of programming was designed and implemented, based on the previously proposed framework having then been launched a questionnaire to the students who attended the online course. The student’s attitudes towards game elements have been identified.IATED2021-07-05T13:33:04Z2017-01-01T00:00:00Z20172021-07-05T14:44:41Zconference objectinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10071/22869eng978-84-697-6957-72340-109510.21125/iceri.2017.1865Piteira, M.Costa, C. J.Aparicio, M.info: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:RCAAP2024-07-07T03:38:15Zoai:repositorio.iscte-iul.pt:10071/22869Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T18:29:33.564676Repositórios 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 |
A conceptual framework to implement gamification on online courses of computer programming learning: Implementation |
title |
A conceptual framework to implement gamification on online courses of computer programming learning: Implementation |
spellingShingle |
A conceptual framework to implement gamification on online courses of computer programming learning: Implementation Piteira, M. Programming Gamification Framework e-Learning |
title_short |
A conceptual framework to implement gamification on online courses of computer programming learning: Implementation |
title_full |
A conceptual framework to implement gamification on online courses of computer programming learning: Implementation |
title_fullStr |
A conceptual framework to implement gamification on online courses of computer programming learning: Implementation |
title_full_unstemmed |
A conceptual framework to implement gamification on online courses of computer programming learning: Implementation |
title_sort |
A conceptual framework to implement gamification on online courses of computer programming learning: Implementation |
author |
Piteira, M. |
author_facet |
Piteira, M. Costa, C. J. Aparicio, M. |
author_role |
author |
author2 |
Costa, C. J. Aparicio, M. |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Piteira, M. Costa, C. J. Aparicio, M. |
dc.subject.por.fl_str_mv |
Programming Gamification Framework e-Learning |
topic |
Programming Gamification Framework e-Learning |
description |
On the last years, gamification has studient in variuous contexts, such as marketing, health, sports and education. According to literature, gamification integrates “elements of game design in non-game context”, with the objective of increasing users’ engagement in certain activities. Therefore gamification integration on information systems should follow a formal and clear design process. However, these gamification design processes for specific contexts are not still defined. Thus, based on a literature review the authors proposed in a previously conducted study a framework for the implementation of gamification in online courses of computer programming learning. The framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. In the scope of this paper, authors present and describe the implementation of the conceptual framework. In order to achive the objective, an online course of fundamentals of programming was designed and implemented, based on the previously proposed framework having then been launched a questionnaire to the students who attended the online course. The student’s attitudes towards game elements have been identified. |
publishDate |
2017 |
dc.date.none.fl_str_mv |
2017-01-01T00:00:00Z 2017 2021-07-05T13:33:04Z 2021-07-05T14:44:41Z |
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conference object |
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info:eu-repo/semantics/publishedVersion |
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publishedVersion |
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http://hdl.handle.net/10071/22869 |
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http://hdl.handle.net/10071/22869 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
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978-84-697-6957-7 2340-1095 10.21125/iceri.2017.1865 |
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info:eu-repo/semantics/openAccess |
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openAccess |
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application/pdf |
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IATED |
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IATED |
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