La Gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura

Autores/as

  • Oscar Revelo-Sánchez Universidad de Nariño
  • Cesar Alberto Collazos-Ordoñez Universidad del Cauca
  • Javier Alejandro Jimenez-Toledo Institución Universitaria CESMAG

DOI:

https://doi.org/10.21501/21454086.2347

Palabras clave:

Enseñanza, Aprendizaje, Gamificación, Mapeo Sistemático, Programación

Resumen

La incorporación de la gamificación en cursos de Programación ha sido identificada como una estrategia potencial que podría maximizar la participación de los estudiantes y tener un impacto positivo en el aprendizaje. Hasta donde sabemos, no existe un estudio dirigido a recopilar y analizar los resultados de investigación sobre este tema utilizando un método sistemático. Para llenar este vacío, se realizó un mapeo sistemático de literatura con el objetivo de resumir los estudios sobre el uso de la gamificación como estrategia didáctica para la enseñanza/aprendizaje de la Programación. Inicialmente, mediante la búsqueda en cuatro (4) bibliotecas digitales, se obtuvieron 186 estudios. Luego, después de un cuidadoso análisis de cada uno de ellos, verificamos que sólo 78 coinciden con nuestras necesidades. Por último, hemos categorizado las contribuciones de estos estudios para presentar una visión general de los resultados producidos por la comunidad investigadora.

Descargas

Los datos de descargas todavía no están disponibles.

Referencias

J. Sheard y D. Hagan, «Experiences with teaching object-oriented concepts to introductory programming students using C++,» de Proceedings Technology of Object-Oriented Languages. TOOLS 24., 1998.

A. E. Rais, S. Sulaiman y S. M. Syed-Mohamad, «Game-based approach and its feasibility to support the learning of object-oriented concepts and programming,» de 5th Malaysian Conference in Software Engineering (MySEC), Johor Bahru, Malaysia, 2011.

S. Deterding, M. Sicart, L. Nacke, K. O'Hara y D. Dixon, «Gamification: Using Game Design Elements in Non-Gaming Contexts,» de CHI '11 Extended Abstracts on Human Factors in Computing Systems , Vancouver, BC, Canada, 2011.

J. J. Lee y J. Hammer, «Gamification in Education: What, How, Why Bother?,» Academic Exchange Quarterly, vol. 15, nº 2, pp. 146-150, 2011.

K. Petersen, R. Feldt, S. Mujtaba y M. Mattsson, «Systematic mapping studies in software engineering,» de Proceedings of the 12th international conference on Evaluation and Assessment in Software Engineering, Italy, 2008.

T. Dybå, T. Dingsøyr y G. K. Hanssen, «Applying Systematic Reviews to Diverse Study Types: An Experience Report,» de Proceedings of the First International Symposium on Empirical Software Engineering and Measurement, Washington, DC, USA, 2007.

R. Wieringa, N. Maiden, N. Mead y C. Rolland, «Requirements engineering paper classification and evaluation criteria: a proposal and a discussion,» Requirements Engineering, vol. 11, pp. 102-107, 2005.

A. M. C. Campos, E. Batista, A. Signoretti, R. Q. Gardiman y C. A. G. Madeira, «Gamifying activities in a higher education course,» de Proceedings of the European Conference on Games-based Learning, Steinkjer, Norway, 2015.

D. T. Reitter, «Hungry Wolves, creepy sheepies: The gamification of the programmer's classroom,» de Innovative Practices in Teaching Information Sciences and Technology: Experience Reports and Reflections, Springer International Publishing, 2014, pp. 19-29.

J. Pirker, M. Riffnaller-Schiefer y C. Gütl, «Motivational active learning: engaging university students in computer science education,» de Proceedings of the 2014 conference on Innovation & technology in computer science education , Uppsala, Sweden, 2014.

D. K. Dicheva, «Combining Flipped Learning with Gamification to Improve Student Performance in a Data Structures Course,» de Proceedings of the 47th ACM Technical Symposium on Computing Science Education, Memphis, Tennessee, USA, 2016.

N. Tillmann, J. De Halleux, T. Xie y J. Bishop, «Code hunt: gamifying teaching and learning of computer science at scale,» de Proceedings of the first ACM conference on Learning @ scale conference , Atlanta, Georgia, USA, 2014.

A. Knutas, J. Ikonen, U. Nikula y J. Porras, «Increasing collaborative communications in a programming course with gamification: a case study,» de Proceedings of the 15th International Conference on Computer Systems and Technologies , Ruse, Bulgaria, 2014.

L. B. Martínez Elizalde y M. G. Duarte Domínguez, «Exploring Gamification to Teach Computer Science to Non-computer Science Related Major,» de Proceedings of the 47th ACM Technical Symposium on Computing Science Education, Memphis, Tennessee, USA, 2016.

C. Latulipe, N. B. Long y C. E. Seminario, «Structuring Flipped Classes with Lightweight Teams and Gamification,» de Proceedings of the 46th ACM Technical Symposium on Computer Science Education , Kansas City, Missouri, USA, 2015.

L. Sui, J. Dietrich, E. Heinrich y M. Meyer, «A Web-Based Environment for Introductory Programming based on a Bi-Directional Layered Notional Machine,» de Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education , Arequipa, Peru, 2016.

J. C. Paiva, J. P. Leal y R. A. Queirós, «Enki: A Pedagogical Services Aggregator for Learning Programming Languages,» de Proceedings of the 2016 ACM Conference on Innovation and Technology in Computer Science Education , Arequipa, Peru, 2016.

M. A. Almeida Mesquita, A. M. Toda, J. D. Brancher y R. M. Casseb Do Carmo, «Utilizing gamification with social network to aid students in programming languages lessons in higher education IT courses,» de Proceedings of the 45th ACM technical symposium on Computer science education , Atlanta, Georgia, USA, 2014.

A. W. Schmolitzky y T. Göttel, «Guess my object: an 'objects first' game on objects' behavior and implementation with bluej,» de Proceedings of the 2014 conference on Innovation & technology in computer science education, Uppsala, Sweden, 2014.

F. L. Khaleel, N. S. Ashaari, T. S. Meriam, T. Wook y A. Ismail, «The study of gamification application architecture for programming language course,» de Proceedings of the 9th International Conference on Ubiquitous Information Management and Communication , Bali, Indonesia, 2015.

M. Piccioni, C. Estler y B. Meyer, «SPOC-supported introduction to programming,» de Proceedings of the 2014 conference on Innovation & technology in computer science education, Uppsala, Sweden, 2014.

N. Barreiro y C. Matos, «A blended learning model for practical sessions,» de 2016 Federated Conference on Computer Science and Information Systems (FedCSIS), Gdańsk, Poland, 2016.

J. Beltrán, H. Sánchez y M. Rico, «Increase motivation in learning Java Programming Fundamentals using Gamified Moodle: Case: Central University of Ecuador,» de 2016 11th Iberian Conference on Information Systems and Technologies, Gran Canaria, Canary Islands, Spain, 2016.

G. Sprint y D. Cook, «Enhancing the CS1 student experience with gamification,» de 2015 IEEE Integrated STEM Education Conference, Princeton, New Jersey, 2015.

B. S. Akpolat y W. Slany, «Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification,» de 2014 IEEE 27th Conference on Software Engineering Education and Training (CSEE&T), Klagenfurt, Austria, 2014.

G. Lückemeyer, «Virtual blended learning enriched by gamification and social aspects in programming education,» de 2015 10th International Conference on Computer Science & Education (ICCSE), Cambridge, United Kingdom, 2015.

J. Isaac y S. V. Babu, «Supporting computational thinking through gamification,» de 2016 IEEE Symposium on 3D User Interfaces (3DUI), Los Ángeles, California, USA, 2016.

M. B. Ibáñez, Á. Di Serio y C. Delgado Kloos, «Gamification for Engaging Computer Science Students in Learning Activities: A Case Study,» IEEE Transactions on Learning Technologies, vol. 7, pp. 291-301, 2014.

L. Butgereit, «Gamifying mobile micro-learning for continuing education in a corporate IT environment,» de 2016 IST-Africa Week Conference, Durban, South Africa, 2016.

P. Fotaris, T. Mastoras, R. Leinfellner y Y. Z. Rosunally, «Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class,» Electronic Journal of e-Learning, vol. 14, pp. 94-110, 2016.

A. Bogdanovych y T. Trescak, «Teaching programming fundamentals to modern university students,» de Proceedings of the 8th International Conference on Computer Supported Education - CSEDU 2016, Rome, Italy, 2016.

S. Mladenović, D. Krpan y M. Mladenovic, «Using games to help novices embrace programming: From elementary to higher education,» International Journal of Engineering Education, vol. 32, pp. 521-531, 2016.

M. Olsson, P. Mozelius y J. Collin, «Visualisation and gamification of e-Learning and programming education,» Electronic Journal of e-Learning, vol. 13, pp. 441-454, 2015.

X. Zeng, «Educational exploration based on computational thinking capacity cultivating,» de Proceedings of the 2015 2nd International Conference on Computer, Intelligent and Education Technology, CICET 2015, Guilin, P.R. China, 2015.

J. García, J. R. Copiaco, J. P. Nufable, F. Amoranto y J. J. Azcarraga, «Code it! A gamified learning environment for iterative programming,» de Proceedings of the 23rd International Conference on Computers in Education, ICCE 2015, Hangzhou, China, 2015.

I. Kotini y S. Tzelepi, «A gamification-based framework for developing learning activities of computational thinking ,» de Gamification in Education and Business, Springer International Publishing, 2015, pp. 219-252.

M. Ponti, «"Remember to hand out medals": Peer rating and expertise in a question-and-answer study group,» International Review of Research in Open and Distance Learning, vol. 16, pp. 327-350, 2015.

K. Sakamoto, K. Takano, H. Washizaki y Y. Fukazawa, «Learning system for computational thinking using appealing user interface with icon-based programming language on smartphones,» de Proceedings of the 21st International Conference on Computers in Education, ICCE 2013, Denpasar Bali, Indonesia, 2013.

P. E. Anderson, T. Nash y R. McCauley, «Facilitating Programming Success in Data Science Courses through Gamified Scaffolding and Learn2Mine,» de Proceedings of the 2015 ACM Conference on Innovation and Technology in Computer Science Education, Vilnius, Lithuania, 2015.

B. B. Morrison y B. DiSalvo, «Khan academy gamifies computer science,» de Proceedings of the 45th ACM technical symposium on Computer science education, Atlanta, Georgia, USA, 2014.

A. Iosup y D. Epema, «An experience report on using gamification in technical higher education,» de Proceedings of the 45th ACM technical symposium on Computer science education, Atlanta, Georgia, USA, 2014.

S. Fouché y A. H. Mangle, «Code hunt as platform for gamification of cybersecurity training,» de Proceedings of the 1st International Workshop on Code Hunt Workshop on Educational Software Engineering , Baltimore, MD, USA, 2015.

D. Isayama, M. Ishiyama, R. Relator y K. Yamazaki, «Computer Science Education for Primary and Lower Secondary School Students: Teaching the Concept of Automata,» ACM Transactions on Computing Education (TOCE), vol. 17, nº 2, pp. 1-28, 2016.

T. E. Gibbons, «COR: a new course framework based on elements of game design,» de Proceedings of the 14th annual ACM SIGITE conference on Information technology education, Orlando, Florida, USA, 2013.

A. Knutas, J. Ikonen, D. Maggiorini, L. Ripamonti y J. Porras, «Creating software engineering student interaction profiles for discovering gamification approaches to improve collaboration,» de Proceedings of the 15th International Conference on Computer Systems and Technologies, Ruse, Bulgaria, 2014.

L. Haaranen, P. Ihantola, L. Hakulinen y A. Korhonen, «How (not) to introduce badges to online exercises,» de Proceedings of the 45th ACM technical symposium on Computer science education , Atlanta, Georgia, USA, 2014.

K. Davis y E. Klein, «Investigating High School Students' Perceptions of Digital Badges in Afterschool Learning,» de Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems , Seoul, Republic of Korea, 2015.

J. A. Medina, J. J. Sánchez, E. García-López y A. García-Cabot, «Learning outcomes using objectives with computer science students,» de Proceedings of the 2014 conference on Innovation & technology in computer science education , Uppsala, Sweden, 2014.

A. Decker y E. Lane Lawley, «Life's a game and the game of life: how making a game out of it can change student behavior,» de Proceeding of the 44th ACM technical symposium on Computer science education, Denver, Colorado, USA, 2013.

T. Lehtonen, T. Aho, E. Isohanni y T. Mikkonen, «On the role of gamification and localization in an open online learning environment: javala experiences,» de Proceedings of the 15th Koli Calling Conference on Computing Education Research, Koli, Finland, 2015.

S. Mystakidis, N. Lambropoulos, H. M. Fardoun y D. M. Alghazzawi, «Playful Blended Digital Storytelling in 3D Immersive eLearning Environments: a Cost Effective Early Literacy Motivation Method,» de Proceedings of the 2014 Workshop on Interaction Design in Educational Environments, Albacete, Spain, 2014.

N. Hynes, «Realism in Interactive Tutors,» de Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems , Seoul, Republic of Korea, 2015.

S. Villagrasa, D. Fonseca y J. Durán, «Teaching case: applying gamification techniques and virtual reality for learning building engineering 3D arts,» de Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality , Salamanca, Spain, 2014.

Z. Bodnar, «Using Game Mechanics to Enhance Leadership Education,» eLearn Magazine, vol. 2014, nº 4, p. 4, 2014.

N. J. G. Falkner y K. E. Falkner, «"Whither, badges?" or "wither, badges!": a metastudy of badges in computer science education to clarify effects, significance and influence,» de Proceedings of the 14th Koli Calling International Conference on Computing Education Research , Koli, Finland, 2014.

K. D. S. Figueiredo, «Gamified Courses in Information Systems Program,» de Proceedings of the annual conference on Brazilian Symposium on Information Systems: Information Systems: A Computer Socio-Technical Perspective - Volume 1, Goiania, Goias, Brasil, 2015.

J. A. Ruipérez Valiente, P. J. Muñoz Merino y C. Delgado Kloos, «Analyzing students' intentionality towards badges within a case study using Khan academy,» de Proceedings of the Sixth International Conference on Learning Analytics & Knowledge, Edinburgh, United Kingdom, 2016.

P. E. Anderson, C. Turner y J. Dierksheide, «An extensible online environment for teaching data science concepts through gamification,» de 2014 IEEE Frontiers in Education Conference (FIE), Madrid, Spain, 2014.

D. Assante, C. Fornario, A. El Sayed y S. A. Salem, «Edutronics: Gamification for introducing kids to electronics,» de 2016 IEEE Global Engineering Education Conference (EDUCON), Abu Dhabi, United Arab Emirates, 2016.

J. Pirker, C. Gutl y Y. Astatke, «Enhancing online and mobile experimentations using gamification strategies,» de 2015 3rd Experiment International Conference (exp.at'15), Ponta Delgada, São Miguel Island, Azores, Portugal, 2015.

I. Schmidt, «Evaluating Digital Applications for Language Learning: Outcomes and Insights,» de 2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), Msida, Malta, 2014.

P. Liu y Z. Peng, «Gamification interaction design of online education,» de 2013 2nd International Symposium on Instrumentation and Measurement, Sensor Network and Automation (IMSNA), Toronto, ON, Canada, 2013.

M. Sanmugam, Z. Abdullah y N. M. Zaid, «Gamification: Cognitive impact and creating a meaningful experience in learning,» de 2014 IEEE 6th Conference on Engineering Education (ICEED), Kuala Lumpur, Malaysia, 2014.

Y. Pan, D. Schwartz y S. Mishra, «Gamified digital forensics course modules for undergraduates,» de 2015 IEEE Integrated STEM Education Conference, Princeton, New Jersey, 2015.

M. Fuchs y C. Wolff, «Improving programming education through gameful, formative feedback,» de 2016 IEEE Global Engineering Education Conference (EDUCON), Abu Dhabi, United Arab Emirates, 2016.

S. Kanyacome y Y. Poovarawan, «Learning skills development with Gamification Mechanism for Thai juveniles,» de 2015 8th International Conference on Ubi-Media Computing (UMEDIA), Colombo, Sri Lanka, 2015.

I. Cabezas, «On combining gamification theory and ABET criteria for teaching and learning engineering,» de 2015 IEEE Frontiers in Education Conference (FIE), El Paso, TX, USA, 2015.

R. F. Maia y F. R. Graeml, «Playing and learning with gamification: An in-class concurrent and distributed programming activity,» de 2015 IEEE Frontiers in Education Conference (FIE), El Paso, TX, USA, 2015.

C. Dichev y D. Dicheva, «Support for independent learning in evolving computer science disciplines,» de 2013 Third World Congress on Information and Communication Technologies (WICT 2013), Hanoi, Vietnam, 2013.

R. Applegate, D. Aitken, T. Chang y R. MacKinnon, «The implementation of cardiopulmonary resuscitation training using mobile uploads, gamification and direct feedback manikins a study in sixth form student,» de 2015 International Conference on Interactive Mobile Communication Technologies and Learning (IMCL), Thessaloniki, Greece, 2015.

D. Ambrosio Mawhirter y P. Ford Garofalo, «Expect the Unexpected: Simulation Games as a Teaching Strategy,» Clinical Simulation in Nursing, vol. 12, pp. 132-136, 2016.

A. Antonaci, F. M. Dagnino, M. Ott, F. Bellotti, R. Berta, A. De Gloria, E. Lavagnino, M. Romero, M. Usart y I. Mayer, «A gamified collaborative course in entrepreneurship: Focus on objectives and tools,» Computers in Human Behavior, vol. 51, pp. 1276-1283, 2015.

K. Browne, C. Anand y E. Gosse, «Gamification and serious game approaches for adult literacy tablet software,» Entertainment Computing, vol. 5, pp. 135-146, 2014.

U. Faghihi, A. Brautigam, K. Jorgenson, D. Martin, Á. Brown, E. Measures y S. Maldonado Bouchard, «How Gamification Applies for Educational Purpose Specially with College AlgebraOriginal,» Procedia Computer Science, vol. 41, pp. 182-187, 2014.

N. A. Mokadam, R. Lee, A. A. Vaporciyan, J. D. Walker, R. J. Cerfolio, J. L. Hermsen, C. J. Baker, R. Mark, L. Aloia, D. H. Enter, A. J. Carpenter, M. R. Moon, E. D. Verrier y J. I. Fann, «Gamification in thoracic surgical education: Using competition to fuel performance,» The Journal of Thoracic and Cardiovascular Surgery, vol. 150, pp. 1052-1058, 2015.

Y. Hung, R. I. Chang y C. Lin, «Developing Computer Science Learning System with Hybrid Instructional Method,» International Journal of Engineering Education, vol. 32, pp. 995-1006, 2016.

A. V. Uskov, «Gamification in computer science,» de Intelligent Interactive Multimedia Systems and Services, IOS Press, 2013, pp. 41-50.

T. Di Mascio, R. Gennari, A. Melonio y P. Vittorini, «Gamify your field studies for learning about your learners,» Advances in Intelligent Systems and Computing, vol. 292, pp. 135-142, 2014.

D. K. Watson, M. S. Hancock y R. L. Mandryk, «Gamifying behaviour that leads to learning,» de 1st International Conference on Gameful Design, Research, and Applications, Gamification 2013, Stratford, ON, Canada, 2013.

A. Draz, S. Abdennadher y Y. Abdelrahman, «Kodr: A customizable learning platform for computer science education,» de 11th European Conference on Technology Enhanced Learning, Lyon, France, 2016.

P. Heyvaer, R. Verborgh, E. Mannens y R. V. Van De Walle, «Linked data-enabled gamification in EPUB 3 for educational digital textbooks,» de 10th European Conference on Technology Enhanced Learning, EC-TEL 2015, Toledo, Spain, 2015.

N. Mitchell, N. Danino y L. May, «Motivation and manipulation: A gamification approach to influencing undergraduate attitudes in computing,» de 7th European Conference on Games Based Learning, ECGBL 2013, Porto, Portugal, 2013.

G. Dodero, R. Gennari y A. Melonio, «PALX: Player and learner experience design: Can we design for both?,» de 11th Biannual Conference of the ACM SIGCHI Italian Chapter, CHItaly 2015, Rome, Italy, 2015.

P. Øhrstrøm, U. SandBorg Petersen, S. Thorvaldsen y T. Ploug, «Teaching syllogistics through gamification and interactive proofs,» de 10th European Conference on Technology Enhanced Learning, EC-TEL 2015, Toledo; Spain, 2015.

H. Caton y D. R. Greenhill, «The effects of gamification on student attendance and team performance in a third-year undergraduate game production module,» de 7th European Conference on Games Based Learning, ECGBL 2013, Porto, Portugal, 2013.

Descargas

Publicado

12/30/2018

Cómo citar

Revelo-Sánchez, O., Collazos-Ordoñez, C. A., & Jimenez-Toledo, J. A. (2018). La Gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura. Lámpsakos (revista Descontinuada), 1(19), 31–46. https://doi.org/10.21501/21454086.2347

Número

Sección

Artículos Revisión y Estado del Arte