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
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
相关论文
共 50 条
  • [1] DIAGNOSTIC TOOLS FOR THE TEACHING-LEARNING PROCESS OF COMPUTER SCIENCE FOR THE ELDERLY
    Munoz, Raul Rodriguez
    Moreira, Yaquelin Alfonso
    Arteaga, Diana Machado
    [J]. REVISTA CONRADO, 2024, 20 (97): : 130 - 142
  • [2] Gamification applied for Software Engineering teaching-learning process
    Pinto, Fabricio de Sousa
    Silva, Paulo Caetano
    [J]. XXXI BRAZILIAN SYMPOSIUM ON SOFTWARE ENGINEERING (SBES 2017), 2017, : 299 - 307
  • [3] GAMIFICATION IN SOFTWARE ENGINEERING: EVIDENCE OF THE TEACHING-LEARNING PROCESS
    Freire, Eduardo Francisco da Silva
    Santos, Rodrigo Pereira dos
    Silva, Simone Vasconcelos
    [J]. ETD EDUCACAO TEMATICA DIGITAL, 2024, 26 : 1 - 24
  • [4] ICT'S AS A SUPPORT TOOL IN THE TEACHING-LEARNING PROCESS OF AN EXPERIMENTAL SUBJECT
    Egues, I.
    Gullon, P.
    Davila, I.
    Morales, A.
    Andres, M. A.
    [J]. EDULEARN18: 10TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2018, : 7549 - 7553
  • [5] TEACHING-LEARNING PROCESS - STATE OF THE SCIENCE
    DARR, RF
    [J]. OHIO JOURNAL OF SCIENCE, 1979, 79 : 74 - 74
  • [6] Gamification and flipped learning and their influence on aspects related to the teaching-learning process
    Parra-Gonzalez, Ma Elena
    Lopez-Belmonte, Jesus
    Segura-Robles, Adrian
    Moreno-Guerrero, Antonio-Jose
    [J]. HELIYON, 2021, 7 (02)
  • [7] Impact of using computer applications in education on teaching-learning process
    Zamfir, Ph. D. Andreea
    [J]. WSEAS: ADVANCES ON APPLIED COMPUTER AND APPLIED COMPUTATIONAL SCIENCE, 2008, : 684 - +
  • [8] Applying GitHub Services to Support Teaching-learning Strategies in Computer Science Courses
    Mena, Manel
    Criado, Javier
    del Aguila, Isabel M.
    Canadas, Joaquin
    Iribarne, Luis
    [J]. CSEDU: PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON COMPUTER SUPPORTED EDUCATION - VOL 1, 2022, : 289 - 296
  • [9] Using Socrative as a Tool to Improve the Teaching-Learning Process in Higher Education
    Juan-Llamas, Carmen
    Viuda-Serrano, Alejandro
    [J]. RIED-REVISTA IBEROAMERICANA DE EDUCACION A DISTANCIA, 2022, 25 (01): : 279 - 297
  • [10] ROBOTIC EDUCATION, A TOOL FOR THE TEACHING-LEARNING OF THE SCIENCE AND TECHNOLOGY
    Moreno, Iveth
    Munoz, Lilia
    Rolando Serracin, Jose
    Quintero, Jacqueline
    Pitti Patino, Kathia
    Quiel, Juan
    [J]. EDUCATION IN THE KNOWLEDGE SOCIETY, 2012, 13 (02): : 74 - 90