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dc.contributor.authorRojas-López, Arturo
dc.contributor.authorRincón-Flores, Elvira
dc.date.accessioned2018-11-30T14:23:08Z
dc.date.available2018-11-30T14:23:08Z
dc.date.issued2018-06
dc.identifier.urihttp://hdl.handle.net/11285/632422
dc.description.abstractGamification in higher education could be a bad strategy if you only consider creating a game environment for learning, but particularly for a programming course can represent the element of motivation to develop specific skills. This article presents a pilot learning environment using gamification, for which emotional, social, narrative and progress dynamics were applied. The mechanics consisted of challenges and opportunities, where some of components were badges and a leadership board. The educational strategy was applied during period January - April 2017 in Programming course at Technological University of Puebla-Mexico; through surveys, students' acceptance of intervention was questioned and academic results of experimental group were compared with those obtained in the last 8 years with students from previous courses. The main conclusion of the work indicates that intervention of proposal in classroom offered necessary motivation to students for achievement of challenges and can be applied to other subjects.
dc.formatEn Extenso / In Extensoen_US
dc.language.isoengen_US
dc.relation.ispartof266632-CONACYT-SENER-S0019201401
dc.rightsClosed Accessen_US
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/us/*
dc.titleGamification as learning scenario in programming course of higher education.en_US
dc.typeArtículo de Conferencia / Conference Articleen_US
dc.conference.nameHCI International 2018 Conferenceen_US
dc.conference.locationLas Vegas, USAen_US
dc.subject.keywordGamificationen_US
dc.subject.keywordProgrammingen_US
dc.subject.keywordStrategyen_US
dc.subject.keywordMotivationen_US
dc.subject.keywordTeachingen_US
dc.contributor.affiliationUniversidad Tecnológica de Puebla, Tecnológico de Monterreyen_US
dc.subject.disciplineCiencias Sociales / Social Sciencesen_US
refterms.dateFOA2018-11-30T14:23:11Z
html.description.abstract<html> <head> <title></title> </head> <body> <p>Gamification in higher education could be a bad strategy if you only consider creating a game environment for learning, but particularly for a programming course can represent the element of motivation to develop specific skills. This article presents a pilot learning environment using gamification, for which emotional, social, narrative and progress dynamics were applied. The mechanics consisted of challenges and opportunities, where some of components were badges and a leadership board. The educational strategy was applied during period January - April 2017 in Programming course at Technological University of Puebla-Mexico; through surveys, students&#39; acceptance of intervention was questioned and academic results of experimental group were compared with those obtained in the last 8 years with students from previous courses. The main conclusion of the work indicates that intervention of proposal in classroom offered necessary motivation to students for achievement of challenges and can be applied to other subjects.</p> </body> </html>en_US


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