Worldwide, the workforce requires professionals to master programming skills, regardless of their knowledge domain. This demand has led higher education institutions to strengthen their programming courses, which currently experience high dropout rates and low academic performance. Some institutions have even faced the need to offer new programming courses for those students whose field is not computer related, which adds more challenges due to their background. Given this setting, gamification, the use of game elements in non-game contexts, is put forward as a solution to redesign related courses. Thus, the purpose of this study was to analyse the impact of gamification, using badges, on learning performance, intrinsic motivation, self-eff...
Gamification is the use of game elements in non-gaming contexts. In this study Jasperactive (JA), a ...
Background. Programming is a challenging and highly important topic for introducing learners to our ...
Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to ...
Worldwide, the workforce requires professionals to master programming skills, regardless of their kn...
Gamification is to use game elements in a non-game context to increase engagement between human and ...
Games have important motivational power. They take advantage of a set of tools to encourage people ...
Gamification is a term for adding game design elements into a non-game context. Using motivational t...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
Abstract—Well-designed games are good motivators by nature, as they imbue players with clear goals a...
The growth of educational technology has paved ways for educators to integrate newer approach in tea...
Gamification is defined as the use of game design elements in non-game contexts to encourage certain...
This thesis investigates the impact of gamification on student motivation and learning in several in...
Gamification has been widely used in education due to its application to different contexts. The vas...
Gamification in higher education could be a bad strategy if you only consider creating a game enviro...
Computer science novice students find it hard to learn and master programming language subjects. In ...
Gamification is the use of game elements in non-gaming contexts. In this study Jasperactive (JA), a ...
Background. Programming is a challenging and highly important topic for introducing learners to our ...
Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to ...
Worldwide, the workforce requires professionals to master programming skills, regardless of their kn...
Gamification is to use game elements in a non-game context to increase engagement between human and ...
Games have important motivational power. They take advantage of a set of tools to encourage people ...
Gamification is a term for adding game design elements into a non-game context. Using motivational t...
The digital revolution is causing the new generations to demand new ways of learning. Motivating stu...
Abstract—Well-designed games are good motivators by nature, as they imbue players with clear goals a...
The growth of educational technology has paved ways for educators to integrate newer approach in tea...
Gamification is defined as the use of game design elements in non-game contexts to encourage certain...
This thesis investigates the impact of gamification on student motivation and learning in several in...
Gamification has been widely used in education due to its application to different contexts. The vas...
Gamification in higher education could be a bad strategy if you only consider creating a game enviro...
Computer science novice students find it hard to learn and master programming language subjects. In ...
Gamification is the use of game elements in non-gaming contexts. In this study Jasperactive (JA), a ...
Background. Programming is a challenging and highly important topic for introducing learners to our ...
Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to ...