{"title":"一年级编程课程游戏化策略的目标和行为","authors":"Eric Jamet, K. Valencia, Ismael Figueroa","doi":"10.1109/SCCC.2018.8705162","DOIUrl":null,"url":null,"abstract":"Students entering technology-related careers such as computing engineering face several difficulties when learning the basics concepts of programming, which causes reproval rates of up to 40% in our school. We consider gamification, described as the usage of game elements in a non-gaming context, as a way to improve motivation and to incentivize the development of several behaviors that, we hope, will make students achieve the learning objectives of the programming courses. This paper first provides a brief overview of gamification in the context of teaching programming. Then it describes several objectives and behaviors that were identified that are expected from successful students in a programming course. We expect the contributions of this paper to be valuable on its own, but they are also part of a larger goal: the development of a gamification strategy tailored to first-year programming courses.","PeriodicalId":235495,"journal":{"name":"2018 37th International Conference of the Chilean Computer Science Society (SCCC)","volume":"412 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Objectives and Behaviors for a Gamification Strategy for First Year Programming Courses\",\"authors\":\"Eric Jamet, K. Valencia, Ismael Figueroa\",\"doi\":\"10.1109/SCCC.2018.8705162\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Students entering technology-related careers such as computing engineering face several difficulties when learning the basics concepts of programming, which causes reproval rates of up to 40% in our school. We consider gamification, described as the usage of game elements in a non-gaming context, as a way to improve motivation and to incentivize the development of several behaviors that, we hope, will make students achieve the learning objectives of the programming courses. This paper first provides a brief overview of gamification in the context of teaching programming. Then it describes several objectives and behaviors that were identified that are expected from successful students in a programming course. We expect the contributions of this paper to be valuable on its own, but they are also part of a larger goal: the development of a gamification strategy tailored to first-year programming courses.\",\"PeriodicalId\":235495,\"journal\":{\"name\":\"2018 37th International Conference of the Chilean Computer Science Society (SCCC)\",\"volume\":\"412 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 37th International Conference of the Chilean Computer Science Society (SCCC)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SCCC.2018.8705162\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 37th International Conference of the Chilean Computer Science Society (SCCC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SCCC.2018.8705162","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Objectives and Behaviors for a Gamification Strategy for First Year Programming Courses
Students entering technology-related careers such as computing engineering face several difficulties when learning the basics concepts of programming, which causes reproval rates of up to 40% in our school. We consider gamification, described as the usage of game elements in a non-gaming context, as a way to improve motivation and to incentivize the development of several behaviors that, we hope, will make students achieve the learning objectives of the programming courses. This paper first provides a brief overview of gamification in the context of teaching programming. Then it describes several objectives and behaviors that were identified that are expected from successful students in a programming course. We expect the contributions of this paper to be valuable on its own, but they are also part of a larger goal: the development of a gamification strategy tailored to first-year programming courses.