游戏化作为编程教学的教学策略:文学的系统映射

IF 0.1 Q4 ENGINEERING, MULTIDISCIPLINARY
O. Sánchez, C. A. C. Ordóñez, Javier Alejando Jiménez Toledo
{"title":"游戏化作为编程教学的教学策略:文学的系统映射","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":"{\"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}","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

摘要

将游戏化纳入编程课程已被确定为一种潜在的策略,可以最大限度地提高学生的参与度,并对学习产生积极影响。据我们所知,目前还没有任何研究旨在使用系统的方法收集和分析这一主题的研究结果。为了填补这一空白,对文献进行了系统的绘制,目的是总结关于将游戏化作为编程教学策略的研究。最初,通过在四(4)个数字图书馆中的搜索,获得了186项研究。然后,在对每一个进行仔细分析后,我们验证只有78个符合我们的需求。最后,我们对这些研究的贡献进行了分类,以概述研究界产生的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
La Gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Revista Digital Lampsakos
Revista Digital Lampsakos ENGINEERING, MULTIDISCIPLINARY-
自引率
0.00%
发文量
0
审稿时长
12 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