Proceedings of the 9th International Conference on Ubiquitous Information Management and Communication 2015
DOI: 10.1145/2701126.2701222
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The study of gamification application architecture for programming language course

Abstract: Students sometimes find it hard to learn new programming languages. They often confront unfamiliar programming terms and are required to visualize the processes that happen in the computer memory. Weak students find this a burden and end up memorizing the processes without understanding them and their working. This situation invariably leads students to get low grades in their programming subjects. Some researchers suggested that an enjoyable approach must be adopted in learning difficult subjects. Studies hav… Show more

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Cited by 44 publications
(24 citation statements)
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“…Hence, integrating games or play-to-learn approaches into the study curricula may potentially increase students' engagement in the programming course due to their familiarity [13,14]. Another approach would be to incorporate into the learning process elements of gamification [15][16][17], which utilize the concept of rewards, for example, achievement systems that are common in computer games [18]. Consequently, students are motivated to perform tasks and gather badges or decorations which are then presented in the socalled hall of fame [19,20].…”
Section: Related Workmentioning
confidence: 99%
“…Hence, integrating games or play-to-learn approaches into the study curricula may potentially increase students' engagement in the programming course due to their familiarity [13,14]. Another approach would be to incorporate into the learning process elements of gamification [15][16][17], which utilize the concept of rewards, for example, achievement systems that are common in computer games [18]. Consequently, students are motivated to perform tasks and gather badges or decorations which are then presented in the socalled hall of fame [19,20].…”
Section: Related Workmentioning
confidence: 99%
“…Alguns trabalhos encontrados na literatura diferem da proposta ora apresentada por serem limitados a determinado domínio, tema ou disciplina [Khaleel et al 2015, Andrade e Canese 2013, Fernandes e Castro 2013. Em [Khaleel et al 2015],é apresentado um ambiente gamificado para cursos de linguagens de programação.…”
unclassified
“…Em [Khaleel et al 2015],é apresentado um ambiente gamificado para cursos de linguagens de programação. Sua arquiteturaé dividida em três níveis: material para linguagem Java, elementos de gamificação e projeto de interface.…”
unclassified
“…Dentre as propostas que visam aumentar a motivação dos alunos em programação, encontra-se a utilização de ludificação (ou gamificação) (KHALEEL et al, 2015). Ludificação consiste na aplicação de técnicas de projeto de jogos em contextos não relacionados a jogos, como o contexto de aprendizagem.…”
Section: Quadro 4 -Problemas Relacionados àS Dificuldades Motivacionaisunclassified
“…Propostas para mitigar as dificuldades motivacionais Referências Resolução de problemas reais, como por exemplo, programação de robôs e brinquedos Huang et al (2011), Hartanto e Reye (2013), Anderson et al (2014) Aumento da frequência de avaliações Brito e Sá-Soares (2014) Abordagens de aprendizagem envolvendo colaboração, redes sociais, sessões em grupo, entre outros Chang, Chen e Lin (2012), Corney, Teague e Thomas (2010), Alberola e García-Fornes (2012), Haatainen et al (2013) Ludificação (ou gamificação) Khaleel et al (2015) "Jogos sérios" Ibrahim et al (2010Ibrahim et al ( , 2010, Karapinar et al (2012) Fonte: Elaborada pelo autor.…”
Section: Quadro 5 -Propostas Para Mitigar As Dificuldades Motivacionaisunclassified