A Gamification Approach to Improve Motivation on an Initial Programming Course
A Gamification Approach to Improve Motivation on an Initial Programming Course
Authors
Diaz, Sebastian
Diaz, Jaime
Ahumada, Danay
DuranFaundez, C
Lefranc, G
FernandezFernandez, M
Munoz, C
Rubio, E
Diaz, Jaime
Ahumada, Danay
DuranFaundez, C
Lefranc, G
FernandezFernandez, M
Munoz, C
Rubio, E
Profesor GuĆa
Authors
Date
Datos de publicación:
2018 IEEE INTERNATIONAL CONFERENCE ON AUTOMATION/XXIII CONGRESS OF THE CHILEAN ASSOCIATION OF AUTOMATIC CONTROL (ICA-ACCA),Vol.,,2018
Tipo de recurso
WOS
Keywords
Materia geogrƔfica
Collections
Abstract
Gamification 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.

