Sebastián Gómez-Jaramillo, Julián Moreno-Cadavid, C. M. Zapata-Jaramillo
{"title":"6D游戏化模型在软件开发课程中的应用","authors":"Sebastián Gómez-Jaramillo, Julián Moreno-Cadavid, C. M. Zapata-Jaramillo","doi":"10.1109/LACLO.2018.00030","DOIUrl":null,"url":null,"abstract":"This article shows a theoretical adaptation of the 6D gamification model, originally designed to be applied in marketing. The model establishes six steps that must be considered when applying gamification, in order to design the activity in which the game elements are going to be used. Each of these steps are described in a general way and considering how it can be applied in an educational context, specifically in the teaching of software development.","PeriodicalId":340408,"journal":{"name":"2018 XIII Latin American Conference on Learning Technologies (LACLO)","volume":"64 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Adaptation of the 6D Gamification Model in a Software Development Course\",\"authors\":\"Sebastián Gómez-Jaramillo, Julián Moreno-Cadavid, C. M. Zapata-Jaramillo\",\"doi\":\"10.1109/LACLO.2018.00030\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article shows a theoretical adaptation of the 6D gamification model, originally designed to be applied in marketing. The model establishes six steps that must be considered when applying gamification, in order to design the activity in which the game elements are going to be used. Each of these steps are described in a general way and considering how it can be applied in an educational context, specifically in the teaching of software development.\",\"PeriodicalId\":340408,\"journal\":{\"name\":\"2018 XIII Latin American Conference on Learning Technologies (LACLO)\",\"volume\":\"64 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2018 XIII Latin American Conference on Learning Technologies (LACLO)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/LACLO.2018.00030\",\"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 XIII Latin American Conference on Learning Technologies (LACLO)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/LACLO.2018.00030","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Adaptation of the 6D Gamification Model in a Software Development Course
This article shows a theoretical adaptation of the 6D gamification model, originally designed to be applied in marketing. The model establishes six steps that must be considered when applying gamification, in order to design the activity in which the game elements are going to be used. Each of these steps are described in a general way and considering how it can be applied in an educational context, specifically in the teaching of software development.