Gamification as a didactic strategy for teaching/learning programming: a systematic mapping of the literature
DOI:
https://doi.org/10.21501/21454086.2347Keywords:
Teaching, Learning, Gamification, Systematic Mapping, ProgrammingAbstract
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.Downloads
References
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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.
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