O. Sánchez, C. A. C. Ordóñez, Javier Alejando Jiménez Toledo
{"title":"La Gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura","authors":"O. Sánchez, C. A. C. Ordóñez, Javier Alejando Jiménez Toledo","doi":"10.21501/21454086.2347","DOIUrl":null,"url":null,"abstract":"The incorporation of gamification into Programming courses has been identified as a potential strategy that could maximize student participation and have a positive impact on learning. To our knowledge, there is no study aimed at collecting and analyzing research results on this subject using a systematic method. To fill this gap, a systematic mapping of literature was carried out with the aim of summarizing the studies on the use of gamification as a didactic strategy for teaching/learning of Programming. Initially, through the search in four (4) digital libraries, 186 studies were obtained. Then, after a careful analysis of each of them, we verify that only 78 match our needs. Finally, we have categorized the contributions of these studies to present an overview of the results produced by the research community.","PeriodicalId":53826,"journal":{"name":"Revista Digital Lampsakos","volume":"1 1","pages":"31-46"},"PeriodicalIF":0.1000,"publicationDate":"2018-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Digital Lampsakos","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21501/21454086.2347","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"ENGINEERING, MULTIDISCIPLINARY","Score":null,"Total":0}
引用次数: 9
Abstract
The incorporation of gamification into Programming courses has been identified as a potential strategy that could maximize student participation and have a positive impact on learning. To our knowledge, there is no study aimed at collecting and analyzing research results on this subject using a systematic method. To fill this gap, a systematic mapping of literature was carried out with the aim of summarizing the studies on the use of gamification as a didactic strategy for teaching/learning of Programming. Initially, through the search in four (4) digital libraries, 186 studies were obtained. Then, after a careful analysis of each of them, we verify that only 78 match our needs. Finally, we have categorized the contributions of these studies to present an overview of the results produced by the research community.