Publicação
A conceptual framework to implement gamification on online courses of computer programming learning: implementation
| 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 |
| _version_ | 1868982686149771264 |
|---|---|
| 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 |
| country_str | PT |
| creators_json_txt | [{\"Person.name\":\"Piteira, Martinha\"},{\"Person.name\":\"Costa, Carlos J.\"},{\"Person.name\":\"Aparicio, Manuela\"}] |
| datacite.contributors.contributor.contributorName.fl_str_mv | NOVA Information Management School (NOVA IMS) Information Management Research Center (MagIC) - NOVA Information Management School 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 |
| datacite.rights.fl_str_mv | http://purl.org/coar/access_right/c_abf2 |
| 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. |
| dirty | 0 |
| eu_rights_str_mv | openAccess |
| format | conferenceObject |
| fulltext.url.fl_str_mv | https://run.unl.pt/bitstreams/db8fabd1-f5bd-47ab-8c29-8cb70ff41194/download |
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| identifier.url.fl_str_mv | http://hdl.handle.net/10362/37682 |
| inst_facet_str | urn:organizationAcronym:unl{{{_:::_}}}Universidade Nova de Lisboa |
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| institution | Universidade Nova de Lisboa |
| instname_str | Universidade Nova de Lisboa |
| language | eng |
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| network_name_str | Repositório Institucional da UNL |
| oai_identifier_str | oai:run.unl.pt:10362/37682 |
| organization_str_mv | urn:organizationAcronym:unl |
| person_str_mv | Piteira, Martinha Costa, Carlos J. Aparicio, Manuela |
| publishDate | 2017 |
| publisher.none.fl_str_mv | IATED Academy |
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| reponame_str | Repositório Institucional da UNL |
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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 |