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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.

Exportar Referência (APA)
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)
Exportar Referência (IEEE)
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
Exportar BibTeX
@article{piteira2018_1721135957788,
	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"
}
Exportar RIS
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  -