2022
DOI: 10.3390/su14042325
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Game Elements towards More Sustainable Learning in Object-Oriented Programming Course

Abstract: Gamification of education is considered to have the capacity to increase students’ engagement in a learning process; to drive learning and skills acquisition; and creates changes for more sustainable behavior. Sustainable behavior is especially important in studying the initial courses at a university. Object-oriented programming (OOP) is such a course in the studies for a programmer’s diploma. We applied four elements of gamification: experience points, interactive content, local team, and global team. A loca… Show more

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Cited by 16 publications
(10 citation statements)
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“…There is yet another option, consisting of the gamification of programming courses. While this could be realized using general-purpose educational tools supporting gamification, such as Moodle [34] or Kahoot! [35], they do not provide the space for coding practice which is essential in learning how to program [36][37][38].…”
Section: Discussionmentioning
confidence: 99%
“…There is yet another option, consisting of the gamification of programming courses. While this could be realized using general-purpose educational tools supporting gamification, such as Moodle [34] or Kahoot! [35], they do not provide the space for coding practice which is essential in learning how to program [36][37][38].…”
Section: Discussionmentioning
confidence: 99%
“…In [15], gamification is applied to computer science students to teach algorithms, data structures and pointers. In [16], gamification is applied to an object-oriented course using four game elements: interactive content, experience points, local team, and global team.…”
Section: Related Workmentioning
confidence: 99%
“…Game-design elements engage learners by helping them to build new knowledge (i.e., renewing and relearning) and support learning achievement [70]. Therefore, pedagogies with gamification promote SLE (i.e., renewing and relearning, collaborative and active learning, and knowledge transferability) [4,76].…”
Section: Gamificationmentioning
confidence: 99%