T. Dantas, Patricia Padula Lopes, Érico Marcelo Hoff do Amaral
{"title":"编程的生活","authors":"T. Dantas, Patricia Padula Lopes, Érico Marcelo Hoff do Amaral","doi":"10.4018/978-1-5225-5790-6.CH017","DOIUrl":null,"url":null,"abstract":"This chapter presents the use of gamification as mechanism to support the process of teaching and learning programming through a serious game, titled Programming Life. The aim is to alleviate the difficulties encountered by incoming students in the introductory programming disciplines and to provide the student with a teaching method, to which self-learning is possible, without the need for prior knowledge of content, only with their own efforts. Developing logical reasoning, the ability to solve problems in an algorithmic way and enabling the learning of C language and stimulating the construction of computational thinking in a pleasant and attractive way. The results achieved with the use of Programming Like in classes of algorithms and programming were beyond the initial expectation, and demonstrate that it is possible to provide at the student with a form of playful learning, ensuring that students assimilate concepts and techniques related to programming logic.","PeriodicalId":201036,"journal":{"name":"Handbook of Research on Immersive Digital Games in Educational Environments","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Programming Life\",\"authors\":\"T. Dantas, Patricia Padula Lopes, Érico Marcelo Hoff do Amaral\",\"doi\":\"10.4018/978-1-5225-5790-6.CH017\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This chapter presents the use of gamification as mechanism to support the process of teaching and learning programming through a serious game, titled Programming Life. The aim is to alleviate the difficulties encountered by incoming students in the introductory programming disciplines and to provide the student with a teaching method, to which self-learning is possible, without the need for prior knowledge of content, only with their own efforts. Developing logical reasoning, the ability to solve problems in an algorithmic way and enabling the learning of C language and stimulating the construction of computational thinking in a pleasant and attractive way. The results achieved with the use of Programming Like in classes of algorithms and programming were beyond the initial expectation, and demonstrate that it is possible to provide at the student with a form of playful learning, ensuring that students assimilate concepts and techniques related to programming logic.\",\"PeriodicalId\":201036,\"journal\":{\"name\":\"Handbook of Research on Immersive Digital Games in Educational Environments\",\"volume\":\"26 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Handbook of Research on Immersive Digital Games in Educational Environments\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4018/978-1-5225-5790-6.CH017\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Handbook of Research on Immersive Digital Games in Educational Environments","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4018/978-1-5225-5790-6.CH017","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
This chapter presents the use of gamification as mechanism to support the process of teaching and learning programming through a serious game, titled Programming Life. The aim is to alleviate the difficulties encountered by incoming students in the introductory programming disciplines and to provide the student with a teaching method, to which self-learning is possible, without the need for prior knowledge of content, only with their own efforts. Developing logical reasoning, the ability to solve problems in an algorithmic way and enabling the learning of C language and stimulating the construction of computational thinking in a pleasant and attractive way. The results achieved with the use of Programming Like in classes of algorithms and programming were beyond the initial expectation, and demonstrate that it is possible to provide at the student with a form of playful learning, ensuring that students assimilate concepts and techniques related to programming logic.