The Gamification of E-learning Environments for Learning Programming

Q3 Decision Sciences
Christian Garcia Villegas, Nilson Augusto Lemos Aguero
{"title":"The Gamification of E-learning Environments for Learning Programming","authors":"Christian Garcia Villegas, Nilson Augusto Lemos Aguero","doi":"10.30630/joiv.7.2.1602","DOIUrl":null,"url":null,"abstract":"Gamification is the most active methodology utilized in the E-learning environment for teaching-learning in computing; however, this does not restrict its use in other areas of knowledge. Gamification combines elements of play and its design techniques in a non-ludic context, achieving a motivation factor for the students. This systematic study aimed to collect and synthesize scientific evidence from the gamification field for learning programming through the E-learning environment. In order to do this, a systematic literature review was done, following the guidelines proposed by Petersen, which propose the definition of questions, search strategies, inclusion/exclusion criteria, and characterization. As a result of this process, eighty-one works were completely reviewed, analyzed, and categorized. The results revealed favorable learning among the students, the most used platforms and gamification elements, the most used languages and focuses of programming, and the education level, where gamification is most used to learn to program in an E-learning environment. These findings evidenced that gamification is a good active strategy for introducing beginning students to programming through an E-learning environment. Within this context, Learning programming through the use of gamification is a topic that is growing and taking force, and after what occurred during the pandemic, it is projected that there will continue to be more students who are focused on understanding its implementation and the impact it has on the different levels of education and the areas of knowledge.","PeriodicalId":32468,"journal":{"name":"JOIV International Journal on Informatics Visualization","volume":"123 2 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JOIV International Journal on Informatics Visualization","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30630/joiv.7.2.1602","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Decision Sciences","Score":null,"Total":0}
引用次数: 0

Abstract

Gamification is the most active methodology utilized in the E-learning environment for teaching-learning in computing; however, this does not restrict its use in other areas of knowledge. Gamification combines elements of play and its design techniques in a non-ludic context, achieving a motivation factor for the students. This systematic study aimed to collect and synthesize scientific evidence from the gamification field for learning programming through the E-learning environment. In order to do this, a systematic literature review was done, following the guidelines proposed by Petersen, which propose the definition of questions, search strategies, inclusion/exclusion criteria, and characterization. As a result of this process, eighty-one works were completely reviewed, analyzed, and categorized. The results revealed favorable learning among the students, the most used platforms and gamification elements, the most used languages and focuses of programming, and the education level, where gamification is most used to learn to program in an E-learning environment. These findings evidenced that gamification is a good active strategy for introducing beginning students to programming through an E-learning environment. Within this context, Learning programming through the use of gamification is a topic that is growing and taking force, and after what occurred during the pandemic, it is projected that there will continue to be more students who are focused on understanding its implementation and the impact it has on the different levels of education and the areas of knowledge.
编程学习电子学习环境的游戏化
游戏化是电子学习环境中最活跃的计算机教学方法;然而,这并不限制它在其他知识领域的使用。游戏化将游戏元素和设计技巧结合在非搞笑的环境中,为学生提供了一种激励因素。本研究旨在收集并综合游戏化领域的科学证据,以支持电子学习环境下的编程学习。为了做到这一点,根据Petersen提出的指导方针,进行了系统的文献综述,其中提出了问题的定义,搜索策略,纳入/排除标准和特征。在这一过程中,81件作品被全面审查、分析和分类。结果显示了学生的良好学习,最常用的平台和游戏化元素,最常用的编程语言和重点,以及在电子学习环境中最常用游戏化来学习编程的教育水平。这些发现证明,游戏化是通过电子学习环境向初学者介绍编程的一个很好的主动策略。在此背景下,通过使用游戏化学习编程是一个日益增长和流行的主题,在大流行期间发生的事情之后,预计将继续有更多的学生专注于了解其实施情况及其对不同层次教育和知识领域的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
JOIV International Journal on Informatics Visualization
JOIV International Journal on Informatics Visualization Decision Sciences-Information Systems and Management
CiteScore
1.40
自引率
0.00%
发文量
100
审稿时长
16 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信