A Gamification Approach to Improve Motivation on an Initial Programming Course

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Diaz, Sebastian
Diaz, Jaime
Ahumada, Danay
DuranFaundez, C
Lefranc, G
FernandezFernandez, M
Munoz, C
Rubio, E
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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.
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