Pregled bibliografske jedinice broj: 1200266
Gamification in Computer Programming Education – Systematic Literature Review
Gamification in Computer Programming Education – Systematic Literature Review // 45th Jubilee International Convention on Information, Communication and Electronic Technology, MIPRO 2022 - Proceedings / Skala, Karolj (ur.).
Opatija: Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO, 2022. str. 581-584 doi:10.23919/MIPRO55190.2022.9803457 (predavanje, međunarodna recenzija, cjeloviti rad (in extenso), znanstveni)
CROSBI ID: 1200266 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Gamification in Computer Programming Education –
Systematic Literature Review
Autori
Kučak, Danijel ; Kučak, Martina
Vrsta, podvrsta i kategorija rada
Radovi u zbornicima skupova, cjeloviti rad (in extenso), znanstveni
Izvornik
45th Jubilee International Convention on Information, Communication and Electronic Technology, MIPRO 2022 - Proceedings
/ Skala, Karolj - Opatija : Hrvatska udruga za informacijsku i komunikacijsku tehnologiju, elektroniku i mikroelektroniku - MIPRO, 2022, 581-584
ISBN
978-953-322-412-1
Skup
45th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO 2022)
Mjesto i datum
Opatija, Hrvatska, 23.05.2022. - 27.05.2022
Vrsta sudjelovanja
Predavanje
Vrsta recenzije
Međunarodna recenzija
Ključne riječi
gamification ; computer programming education ; students' motivation ; systematic literature review
Sažetak
Adopting various principles and paradigms in computer programming is a challenging step in educating future software engineers. Many of these principles are abstract, so they are often a problem for students. As practicing programming is one of the most important steps in mastering the course, motivating students to practice more is extremely important. There a plenty of ways of doing that, one of them is to include gamification elements in the curriculum. In recent years, gamification has been used as one of the commonly used methods to increase students’ motivation. The usage of gamification elements in a computer programming education area is currently very interesting to researchers and scientists, and it is the focus of our study. This study identifies and analyses suitable literature, research papers, and articles to determine which gamification elements have been used in the field of computer programming education and to determine the current trends of using gamification in computer programming education.
Izvorni jezik
Engleski
Znanstvena područja
Računarstvo, Informacijske i komunikacijske znanosti
Citiraj ovu publikaciju:
Časopis indeksira:
- Scopus