Gamification is the most active methodology utilized in the E-learning environment for teaching-learning in computing; however, this does not restrict its use in other areas of knowledge. Gamification combines elements of play and its design techniques in a non-ludic context, achieving a motivation factor for the students. This systematic study aimed to collect and synthesize scientific evidence from the gamification field for learning programming through the E-learning environment. In order to do this, a systematic literature review was done, following the guidelines proposed by Petersen, which propose the definition of questions, search strategies, inclusion/exclusion criteria, and characterization. As a result of this process, eighty-one...
Piteira, M., Costa, C. J., & Aparicio, M. (2018). Computer Programming Learning: How to Apply Gamifi...
The evolution of technology has led to many effects on the learning process. One of the notable effe...
E-learning is a method of learning by transforming computerized activities, such as the delivery of ...
Gamification is the most active methodology utilized in the E-learning environment for teaching-lear...
For the past several years, many gamification applications have been introduced and implemented for ...
Computer technologies are forever evolving and it is vital that computer science educators find new ...
Computer science novice students find it hard to learn and master programming language subjects. In ...
Piteira, M., Costa, C. J., & Aparicio, M. (2017). A conceptual framework to implement gamification o...
Conventional learnings have given way to methods aided by technological advances. The approach known...
Computer programming is a difficult subject that can only be mastered with lots of practice. It is t...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
With an increasing number of primary schools having programming as a mandatory subject, students and...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
This study aims to help students improve their knowledge capability based on their active participat...
Piteira, M., Costa, C. J., & Aparicio, M. (2018). Computer Programming Learning: How to Apply Gamifi...
The evolution of technology has led to many effects on the learning process. One of the notable effe...
E-learning is a method of learning by transforming computerized activities, such as the delivery of ...
Gamification is the most active methodology utilized in the E-learning environment for teaching-lear...
For the past several years, many gamification applications have been introduced and implemented for ...
Computer technologies are forever evolving and it is vital that computer science educators find new ...
Computer science novice students find it hard to learn and master programming language subjects. In ...
Piteira, M., Costa, C. J., & Aparicio, M. (2017). A conceptual framework to implement gamification o...
Conventional learnings have given way to methods aided by technological advances. The approach known...
Computer programming is a difficult subject that can only be mastered with lots of practice. It is t...
The aim of this thesis was to investigate and identify the elements of gamification used in learning...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
With an increasing number of primary schools having programming as a mandatory subject, students and...
The manuscript that we examined contains the introduction of gamification into e-learning lecture ac...
This study aims to help students improve their knowledge capability based on their active participat...
Piteira, M., Costa, C. J., & Aparicio, M. (2018). Computer Programming Learning: How to Apply Gamifi...
The evolution of technology has led to many effects on the learning process. One of the notable effe...
E-learning is a method of learning by transforming computerized activities, such as the delivery of ...