Gamification for Teaching Java

Çagri Çubukçu, Bo Wang, L. Goodman, E. Mangina
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引用次数: 4

Abstract

The term 'gamification' refers to the use of game elements in non-game environments like education, business, sales and marketing. The method of 'gamifying' has been applied in many different contexts and for many different reasons; for instance, in order to improve productivity, to increase sales, to motivate employees and customers, et al. In recent years, educators began to investigate the effects of different gamification elements within the context of education. There has been a considerable debate regarding the actual effects of gamification on the intrinsic motivation of students towards learning, and many research have been conducted in order to discover the results of 'gamifying' any specific course curriculum. Each research study has revealed another impediment, supported by multiple review studies that revealed significant problems with some of the methods of majority of studies in the research area now known as the 'gamification of education'. This paper explains the design, analysis and implementation process of an open-source gamification platform, which is aimed at providing a gamification platform for education, while also explaining a preliminary survey conducted on an Introduction to Java course. The platform was developed using multiple technologies and frameworks related to the Java programming language while the survey was conducted at third level education students through a quantitative questionnaire.
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Java教学的游戏化
“游戏化”指的是在教育、商业、销售和营销等非游戏环境中使用游戏元素。“游戏化”的方法已经应用于许多不同的环境中,原因也各不相同;例如,为了提高生产力,增加销售额,激励员工和客户等。近年来,教育工作者开始研究不同游戏化元素在教育背景下的影响。关于游戏化对学生学习的内在动机的实际影响一直存在相当大的争论,为了发现“游戏化”任何特定课程课程的结果,已经进行了许多研究。每一项研究都揭示了另一个障碍,并得到了多项回顾研究的支持,这些研究揭示了在现在被称为“教育游戏化”的研究领域中,大多数研究的一些方法存在重大问题。本文阐述了一个开源游戏化平台的设计、分析和实现过程,该平台旨在为教育提供一个游戏化平台,同时也解释了对Java导论课程进行的初步调查。该平台是使用与Java编程语言相关的多种技术和框架开发的,而调查是通过定量问卷对三级教育学生进行的。
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