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

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Resumo: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 achieve 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.
Autores principais:Piteira, Martinha
Outros Autores:Costa, Carlos J.; Aparicio, Manuela
Assunto:programming gamification framework e-Learning
Ano:2017
País:Portugal
Tipo de documento:documento de conferência
Tipo de acesso:acesso aberto
Instituição associada:Universidade Nova de Lisboa
Idioma:inglês
Origem:Repositório Institucional da UNL
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author Piteira, Martinha
author2 Costa, Carlos J.
Aparicio, Manuela
author2_role author
author
author_facet Piteira, Martinha
Costa, Carlos J.
Aparicio, Manuela
author_role author
contributor_name_str_mv NOVA Information Management School (NOVA IMS)
Information Management Research Center (MagIC) - NOVA Information Management School
RUN
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datacite.contributors.contributor.contributorName.fl_str_mv NOVA Information Management School (NOVA IMS)
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RUN
datacite.creators.creator.creatorName.fl_str_mv Piteira, Martinha
Costa, Carlos J.
Aparicio, Manuela
datacite.date.Accepted.fl_str_mv 2017-01-01T00:00:00Z
datacite.date.available.fl_str_mv 2018-05-22T22:08:31Z
datacite.date.embargoed.fl_str_mv 2018-05-22T22:08:31Z
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datacite.subjects.subject.fl_str_mv programming
gamification
framework
e-Learning
datacite.titles.title.fl_str_mv A conceptual framework to implement gamification on online courses of computer programming learning: implementation
dc.contributor.none.fl_str_mv NOVA Information Management School (NOVA IMS)
Information Management Research Center (MagIC) - NOVA Information Management School
RUN
dc.creator.none.fl_str_mv Piteira, Martinha
Costa, Carlos J.
Aparicio, Manuela
dc.date.Accepted.fl_str_mv 2017-01-01T00:00:00Z
dc.date.available.fl_str_mv 2018-05-22T22:08:31Z
dc.date.embargoed.fl_str_mv 2018-05-22T22:08:31Z
dc.format.none.fl_str_mv application/pdf
dc.identifier.none.fl_str_mv http://hdl.handle.net/10362/37682
dc.language.none.fl_str_mv eng
dc.publisher.none.fl_str_mv IATED Academy
dc.rights.none.fl_str_mv http://purl.org/coar/access_right/c_abf2
dc.subject.none.fl_str_mv programming
gamification
framework
e-Learning
dc.title.fl_str_mv A conceptual framework to implement gamification on online courses of computer programming learning: implementation
dc.type.none.fl_str_mv http://purl.org/coar/resource_type/c_c94f
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 achieve 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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person_str_mv Piteira, Martinha
Costa, Carlos J.
Aparicio, Manuela
publishDate 2017
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spelling engIATED AcademyenOn 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 achieve 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.application/pdfenA conceptual framework to implement gamification on online courses of computer programming learning: implementationPiteira, MartinhaCosta, Carlos J.Aparicio, ManuelaNOVA Information Management School (NOVA IMS)Information Management Research Center (MagIC) - NOVA Information Management SchoolHostingInstitutionOrganizationalRUNe-mailmailto:run@unl.ptrun@unl.ptISBNIsPartOf978-84-697-6957-7ISSNIsPartOf2340-1095URNIsPartOfPURE: 4178439URNIsPartOfPURE UUID: 9abeffe3-9a2b-4a46-89d2-47dc6cdb91d4URNIsPartOfWOS: 000429975307021URNIsPartOfORCID: /0000-0003-4261-0344/work/594711822018-05-22T22:08:31Z20172017-01-01T00:00:00ZHandlehttp://hdl.handle.net/10362/37682http://purl.org/coar/access_right/c_abf2open accessprogramminggamificationframeworke-Learning508716 bytesother research producthttp://purl.org/coar/resource_type/c_c94fconference objecthttp://purl.org/coar/access_right/c_abf2application/pdffulltexthttps://run.unl.pt/bitstreams/db8fabd1-f5bd-47ab-8c29-8cb70ff41194/download
spellingShingle A conceptual framework to implement gamification on online courses of computer programming learning: implementation
Piteira, Martinha
programming
gamification
framework
e-Learning
status SINGLETON
subject.fl_str_mv programming
gamification
framework
e-Learning
title 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_short 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
topic programming
gamification
framework
e-Learning
topic_facet programming
gamification
framework
e-Learning
url http://hdl.handle.net/10362/37682
visible 1