A Gamification Approach to Improve Motivation on an Initial Programming Course

datacite.alternateIdentifier.citation2018 IEEE INTERNATIONAL CONFERENCE ON AUTOMATION/XXIII CONGRESS OF THE CHILEAN ASSOCIATION OF AUTOMATIC CONTROL (ICA-ACCA),Vol.,,2018
datacite.creatorDiaz, Sebastian
datacite.creatorDiaz, Jaime
datacite.creatorAhumada, Danay
datacite.creatorDuranFaundez, C
datacite.creatorLefranc, G
datacite.creatorFernandezFernandez, M
datacite.creatorMunoz, C
datacite.creatorRubio, E
datacite.date2018
datacite.subject.englishSTEM
datacite.subject.englishEngineering Education
datacite.subject.englishComputer Science Education
datacite.subject.englishPervasive Computing
datacite.subject.englishGamification
datacite.titleA Gamification Approach to Improve Motivation on an Initial Programming Course
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.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)
oaire.resourceTypeMeeting
uct.catalogadorWOS
uct.indizacionISTP
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