A conceptual framework to implement gamification on online courses of computer programming learning: Implementation

Bibliographic Details
Main Author: Piteira, M.
Publication Date: 2017
Other Authors: Costa, C. J., Aparicio, M.
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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spelling 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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url http://hdl.handle.net/10071/22869
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 978-84-697-6957-7
2340-1095
10.21125/iceri.2017.1865
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