TY - GEN
T1 - Using a gamification tool to support the teaching-learning process in computer science program
AU - Hermosilla, Pamela
AU - Valencia, Katherine
AU - Jamet, Erick
N1 - Publisher Copyright:
© Springer Nature Switzerland AG 2019.
PY - 2019
Y1 - 2019
N2 - Today’s students are immersed in an environment where technology predominates and they expect learning to be as fast, simple and entertaining as possible, integrating digital information and the internet in the realization of activities and development of the courses. However, the reality differs from the expectations of the students; Despite the large number of tools available for carrying out activities in classes, they do not manage to effectively support the teaching and learning process. It is in this context the incorporation of games in the classroom is presented as an important factor for the reinforcement of knowledge, development of skills such as problem solving, teamwork and communication, among others. In this sense, gamification, defined as “The use of game elements and game design techniques in non-game contexts”, enhances the way of motivating and encouraging students to develop desired behaviors. In this study we design and evaluate a gamification strategy and a web application, which are focused on measuring the progress of student’s competences through game elements integrated in the activities carried out in classes.
AB - Today’s students are immersed in an environment where technology predominates and they expect learning to be as fast, simple and entertaining as possible, integrating digital information and the internet in the realization of activities and development of the courses. However, the reality differs from the expectations of the students; Despite the large number of tools available for carrying out activities in classes, they do not manage to effectively support the teaching and learning process. It is in this context the incorporation of games in the classroom is presented as an important factor for the reinforcement of knowledge, development of skills such as problem solving, teamwork and communication, among others. In this sense, gamification, defined as “The use of game elements and game design techniques in non-game contexts”, enhances the way of motivating and encouraging students to develop desired behaviors. In this study we design and evaluate a gamification strategy and a web application, which are focused on measuring the progress of student’s competences through game elements integrated in the activities carried out in classes.
KW - Computer science (CS) students
KW - Gamification
KW - Information and communication technologies (ICT)
KW - Motivation
KW - Teaching-Learning process
UR - http://www.scopus.com/inward/record.url?scp=85069872119&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-21905-5_13
DO - 10.1007/978-3-030-21905-5_13
M3 - Conference contribution
AN - SCOPUS:85069872119
SN - 9783030219048
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 170
EP - 181
BT - Social Computing and Social Media. Communication and Social Communities - 11th International Conference, SCSM 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings
A2 - Meiselwitz, Gabriele
PB - Springer Verlag
T2 - 11th International Conference on Social Computing and Social Media, SCSM 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019
Y2 - 26 July 2019 through 31 July 2019
ER -