A Gamification Approach to Improve Motivation on an Initial Programming Course

dc.contributor.authorDiaz, Sebastian
dc.contributor.authorDiaz, Jaime
dc.contributor.authorAhumada, Danay
dc.contributor.authorDuranFaundez, C
dc.contributor.authorLefranc, G
dc.contributor.authorFernandezFernandez, M
dc.contributor.authorMunoz, C
dc.contributor.authorRubio, E
dc.date2018
dc.date.accessioned2021-04-30T16:34:21Z
dc.date.available2021-04-30T16:34:21Z
dc.description.abstractGamification is the use of game elements to engage the audience in non-ludics environments. This work describes a proposal based on gamification called 'Marketplace' and its implementation in a formal programming course for engineering education in the Universidad de La Frontera. We use the first two levels of the Kirkpatrick's model, to evaluate the impact and motivation on students. The results reaffirm the idea that the use of different strategies in favor of the teaching and learning process is highly appreciated.
dc.identifier.citation2018 IEEE INTERNATIONAL CONFERENCE ON AUTOMATION/XXIII CONGRESS OF THE CHILEAN ASSOCIATION OF AUTOMATIC CONTROL (ICA-ACCA),Vol.,,2018
dc.identifier.urihttp://repositoriodigital.uct.cl/handle/10925/3078
dc.language.isoes
dc.publisherIEEE
dc.source2018 IEEE INTERNATIONAL CONFERENCE ON AUTOMATION/XXIII CONGRESS OF THE CHILEAN ASSOCIATION OF AUTOMATIC CONTROL (ICA-ACCA)
dc.subject.englishSTEM
dc.subject.englishEngineering Education
dc.subject.englishComputer Science Education
dc.subject.englishPervasive Computing
dc.subject.englishGamification
dc.titleA Gamification Approach to Improve Motivation on an Initial Programming Course
dc.typeMeeting
uct.catalogadorWOS
uct.indizacionISTP
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