Nalazite se na CroRIS probnoj okolini. Ovdje evidentirani podaci neće biti pohranjeni u Informacijskom sustavu znanosti RH. Ako je ovo greška, CroRIS produkcijskoj okolini moguće je pristupi putem poveznice www.croris.hr
izvor podataka: crosbi

A Blended Learning with Gamification Approach for Teaching Programming Courses in Higher Education (CROSBI ID 709751)

Prilog sa skupa u zborniku | izvorni znanstveni rad | međunarodna recenzija

Đambić, Goran ; Keščec, Tomislav ; Kučak, Danijel A Blended Learning with Gamification Approach for Teaching Programming Courses in Higher Education // MIPRO / Skala, Karolj (ur.). 2021. str. 901-905 doi: 10.23919/MIPRO52101.2021.9597167

Podaci o odgovornosti

Đambić, Goran ; Keščec, Tomislav ; Kučak, Danijel

engleski

A Blended Learning with Gamification Approach for Teaching Programming Courses in Higher Education

This paper is a result of three different needs that became apparent and unavoidable during the COVID 19 pandemic at our institution. Further exploration revealed that for each of the needs, there is a huge amount of research papers, thus validating the approach taken by this paper. First need is for blended learning. Old school approach where teacher instructs from a cathedra that worked for centuries should be replaced either completely or partially with online learning content, due to new natural media for learning – Internet. Second need is a gamification. Many research papers show that newer generations of students lose their attention and motivation for learning more quickly than previous, especially if the topic is difficult. To counteract this, many gamification efforts have been explored. Lastly, programming is difficult for students to learn, so new teaching techniques are always welcome to keep students motivated. With COVID 19 situation where live teaching becomes impossible and where many institutions were forced to migrate online, these needs became paramount very quickly. Based on said, this paper proposes a blended learning component that complements existing methods of online teaching and that also contains gamification elements. A way of transferring curriculum into actionable items of proposed system is defined, as well as a system itself. Authors hope that this approach will lead students to better understanding of programming topics, lower dropout rates and higher satisfaction in learning.

blended learning ; gamification ; learn programming ; programming courses ; COVID 19 ; higher education

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

nije evidentirano

Podaci o prilogu

901-905.

2021.

objavljeno

10.23919/MIPRO52101.2021.9597167

Podaci o matičnoj publikaciji

44th International Convention on Information, Communication and Electronic Technology (MIPRO) - proceedings

Skala, Karolj

Rijeka: Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO

1847-3938

1847-3946

Podaci o skupu

MIPRO 2021

predavanje

27.09.2021-01.10.2021

Opatija, Hrvatska

Povezanost rada

Informacijske i komunikacijske znanosti, Računarstvo

Poveznice