Pregled bibliografske jedinice broj: 1155001
A Blended Learning with Gamification Approach for Teaching Programming Courses in Higher Education
A Blended Learning with Gamification Approach for Teaching Programming Courses in Higher Education // 44th International Convention on Information, Communication and Electronic Technology (MIPRO) - proceedings / Skala, Karolj (ur.).
Rijeka: Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO, 2021. str. 901-905 doi:10.23919/MIPRO52101.2021.9597167 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1155001 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
A Blended Learning with Gamification Approach for Teaching Programming Courses in Higher Education
Autori
Đambić, Goran ; Keščec, Tomislav ; Kučak, Danijel
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
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, 2021, 901-905
Skup
44th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO 2021)
Mjesto i datum
Opatija, Hrvatska, 27.09.2021. - 01.10.2021
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
blended learning ; gamification ; learn programming ; programming courses ; COVID 19 ; higher education
Sažetak
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.
Izvorni jezik
Engleski
Znanstvena područja
Računarstvo, Informacijske i komunikacijske znanosti
POVEZANOST RADA
Ustanove:
Visoko učilište Algebra, Zagreb