2020
DOI: 10.1109/access.2020.2997038
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Gamification and Computer Science Students’ Activity

Abstract: Students' participation and motivation are of great importance in their learning process. The decrease in attendance and difficulties in stimulating students' activity makes it necessary to find new methodologies that can solve these problems. The use of game mechanics in non-ludic environments (Gamification) has begun to be of great interest in research, since it could increase the motivation and therefore the activity of the students. This study tries to verify if there is an existing relationship between ga… Show more

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Cited by 10 publications
(13 citation statements)
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“…In addition, extraverted students report the negative effect on the perceived playfulness from competition. Our findings align with existing literature on (García-Iruela et al 2020 ; Puritat 2019a , b ). In summary, as far as knowledge is concerned, gamification cannot improve the overall knowledge for all personality types because each game element has both positive and negative impacts on each personality type.…”
Section: Discussion and Comparative Resultssupporting
confidence: 93%
See 1 more Smart Citation
“…In addition, extraverted students report the negative effect on the perceived playfulness from competition. Our findings align with existing literature on (García-Iruela et al 2020 ; Puritat 2019a , b ). In summary, as far as knowledge is concerned, gamification cannot improve the overall knowledge for all personality types because each game element has both positive and negative impacts on each personality type.…”
Section: Discussion and Comparative Resultssupporting
confidence: 93%
“…In order to record student activity, García-Iruela et al ( 2020 ) information of student activity has been collected by a log file in the our platform. Puritat ( 2019a , b ) collect the activity of click per action has been collected to compare the two groups.…”
Section: Experiments Resultsmentioning
confidence: 99%
“…García-Iruela et al [27] tried to verify if there is an existing relationship between gamification and an increase in student activity that would imply a greater learning improvement.…”
Section: Related Workmentioning
confidence: 99%
“…Em duas publicações não se observou benefícios com a gamificação. García-Iruela et al (2020) e Kyewski e Kramer (2018) não identificaram diferenças significativas entre os grupos gamificados e não gamificados, não impactando na melhora do desempenho, do engajamento e da motivação. Figura 4 -Impacto da gamificação na aprendizagem.…”
Section: Rq1 Que Evidências Existem Para a Eficácia Da Gamificação Em Disciplinas Da Computação No Ensino Superior?unclassified