{"title":"Objectives and Behaviors for a Gamification Strategy for First Year Programming Courses","authors":"Eric Jamet, K. Valencia, Ismael Figueroa","doi":"10.1109/SCCC.2018.8705162","DOIUrl":null,"url":null,"abstract":"Students entering technology-related careers such as computing engineering face several difficulties when learning the basics concepts of programming, which causes reproval rates of up to 40% in our school. We consider gamification, described as the usage of game elements in a non-gaming context, as a way to improve motivation and to incentivize the development of several behaviors that, we hope, will make students achieve the learning objectives of the programming courses. This paper first provides a brief overview of gamification in the context of teaching programming. Then it describes several objectives and behaviors that were identified that are expected from successful students in a programming course. We expect the contributions of this paper to be valuable on its own, but they are also part of a larger goal: the development of a gamification strategy tailored to first-year programming courses.","PeriodicalId":235495,"journal":{"name":"2018 37th International Conference of the Chilean Computer Science Society (SCCC)","volume":"412 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 37th International Conference of the Chilean Computer Science Society (SCCC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SCCC.2018.8705162","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Students entering technology-related careers such as computing engineering face several difficulties when learning the basics concepts of programming, which causes reproval rates of up to 40% in our school. We consider gamification, described as the usage of game elements in a non-gaming context, as a way to improve motivation and to incentivize the development of several behaviors that, we hope, will make students achieve the learning objectives of the programming courses. This paper first provides a brief overview of gamification in the context of teaching programming. Then it describes several objectives and behaviors that were identified that are expected from successful students in a programming course. We expect the contributions of this paper to be valuable on its own, but they are also part of a larger goal: the development of a gamification strategy tailored to first-year programming courses.