Evaluating Aspects of Usability in Video Game-Based Programming Learning Platforms

datacite.alternateIdentifier.citationINTERNATIONAL CONFERENCE ON ENTERPRISE INFORMATION SYSTEMS / INTERNATIONAL CONFERENCE ON PROJECT MANAGEMENT / INTERNATIONAL CONFERENCE ON HEALTH AND SOCIAL CARE INFORMATION SYSTEMS AND TECHNOLOGIES 2020 (CENTERIS/PROJMAN/HCIST 2020),Vol.181,247-254,2021
datacite.alternateIdentifier.doi10.1016/j.procs.2021.01.141
datacite.creatorDiaz, Jaime
datacite.creatorLopez, Jeferson Arango
datacite.creatorSepulveda, Samuel
datacite.creatorRamirez Villegas, Gabriel Mauricio
datacite.creatorAhumada, Danay
datacite.creatorMoreira, Fernando
datacite.creatorCruzCunha, MM
datacite.creatorMartinho, R
datacite.creatorRijo, R
datacite.creatorMateusCoelho, N
datacite.creatorDomingos, D
datacite.creatorPeres, E
datacite.date2021
datacite.subject.englishHuman-Computer Interaction
datacite.subject.englishUsability
datacite.subject.englishVideo -games
datacite.subject.englishTraining
datacite.subject.englishComputer Programming
datacite.titleEvaluating Aspects of Usability in Video Game-Based Programming Learning Platforms
dc.date.accessioned2021-10-04T18:44:52Z
dc.date.available2021-10-04T18:44:52Z
dc.description.abstractTeaching computer programming is an important topic. Due to Science and Technology initiatives, these topics are considered in different training cycles. For higher education, students must cultivate fundamental concepts for the development of software applications, which not only contribute to the knowledge of programming languages but also to opening guidelines for computational thinking However, selecting a proper tool can be complex. Especially for the diversity of alternatives on the web. Further, not all of them meet basic usability requirements. In this study, we present a set of platforms that seek to develop programming skills based on video games. The search consisted of 4 stages: (i) definition of the research questions, (ii) scope review, (iii) execution of search and (iv) platform selection. Finally, we employ a usability heuristic evaluation for a novice programming system to determine best practices. (C) 2021 The Authors. Published by Elsevier B.V.
dc.identifier.urihttp://repositoriodigital.uct.cl/handle/10925/4309
dc.language.isoen
dc.publisherELSEVIER SCIENCE BV
dc.sourceINTERNATIONAL CONFERENCE ON ENTERPRISE INFORMATION SYSTEMS / INTERNATIONAL CONFERENCE ON PROJECT MANAGEMENT / INTERNATIONAL CONFERENCE ON HEALTH AND SOCIAL CARE INFORMATION SYSTEMS AND TECHNOLOGIES 2020 (CENTERIS/PROJMAN/HCIST 2020)
oaire.resourceTypeMeeting
uct.indizacionISTP
uct.indizacionISSHP
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