Exportar Publicação
A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.
Piteira, M. , Costa, C. & Aparicio, M. (2018). Computer programming learning: how to apply gamification on online courses?. Journal of Information Systems Engineering and Management. 3 (2)
M. D. Piteira et al., "Computer programming learning: how to apply gamification on online courses?", in Journal of Information Systems Engineering and Management, vol. 3, no. 2, 2018
@article{piteira2018_1724525003779, author = "Piteira, M. and Costa, C. and Aparicio, M.", title = "Computer programming learning: how to apply gamification on online courses?", journal = "Journal of Information Systems Engineering and Management", year = "2018", volume = "3", number = "2", doi = "10.20897/jisem.201811", url = "http://www.lectitopublishing.nl/Article/Detail/computer-programming-learning-how-to-apply-gamification-on-online-courses" }
TY - JOUR TI - Computer programming learning: how to apply gamification on online courses? T2 - Journal of Information Systems Engineering and Management VL - 3 IS - 2 AU - Piteira, M. AU - Costa, C. AU - Aparicio, M. PY - 2018 SN - 2468-4376 DO - 10.20897/jisem.201811 UR - http://www.lectitopublishing.nl/Article/Detail/computer-programming-learning-how-to-apply-gamification-on-online-courses AB - Gamification has attracted the attention of researchers from different areas such as marketing, health, sports, and education. Gamification integrates elements of game design in non-game context, with the purpose of engaging a person in a particular activity. This integration should follow a formal and precise design process. However, these gamification design processes for specific contexts are not still defined. This article presents a proposal for a gamification framework for online distance courses to learn how to program. This framework is composed of the following dimensions: target audience, general goals, learning outcomes, topics, contents, gamification, cognitive absorption, flow, and personality. This article also presents a review of the existing literature on these dimensions. The theoretical framework is a contribution to guide teachers in the gamification of online programming learning courses. ER -