Using a Gamification Tool to Support the Teaching-Learning Process in Computer Science Program

被引:0
作者
Hermosilla, Pamela [1 ]
Valencia, Katherine [1 ]
Jamet, Erick [1 ]
机构
[1] Pontificia Univ Catolica Valparaiso, Valparaiso, Chile
来源
SOCIAL COMPUTING AND SOCIAL MEDIA: COMMUNICATION AND SOCIAL COMMUNITIES, SCSM 2019, PT II | 2019年 / 11579卷
关键词
Gamification; Motivation; Computer Science (CS) students; Information and communication technologies (ICT); Teaching-Learning process;
D O I
10.1007/978-3-030-21905-5_13
中图分类号
F [经济];
学科分类号
02 ;
摘要
Today's students are immersed in an environment where technology predominates and they expect learning to be as fast, simple and entertaining as possible, integrating digital information and the internet in the realization of activities and development of the courses. However, the reality differs from the expectations of the students; Despite the large number of tools available for carrying out activities in classes, they do not manage to effectively support the teaching and learning process. It is in this context the incorporation of games in the classroom is presented as an important factor for the reinforcement of knowledge, development of skills such as problem solving, teamwork and communication, among others. In this sense, gamification, defined as "The use of game elements and game design techniques in non-game contexts", enhances the way of motivating and encouraging students to develop desired behaviors. In this study we design and evaluate a gamification strategy and a web application, which are focused on measuring the progress of student's competences through game elements integrated in the activities carried out in classes.
引用
收藏
页码:170 / 181
页数:12
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