游戏化作为编程教学的教学策略:文学的系统映射

IF 0.1 Q4 ENGINEERING, MULTIDISCIPLINARY Revista Digital Lampsakos Pub Date : 2018-12-30 DOI:10.21501/21454086.2347
O. Sánchez, C. A. C. Ordóñez, Javier Alejando Jiménez Toledo
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引用次数: 9

摘要

将游戏化纳入编程课程已被确定为一种潜在的策略,可以最大限度地提高学生的参与度,并对学习产生积极影响。据我们所知,目前还没有任何研究旨在使用系统的方法收集和分析这一主题的研究结果。为了填补这一空白,对文献进行了系统的绘制,目的是总结关于将游戏化作为编程教学策略的研究。最初,通过在四(4)个数字图书馆中的搜索,获得了186项研究。然后,在对每一个进行仔细分析后,我们验证只有78个符合我们的需求。最后,我们对这些研究的贡献进行了分类,以概述研究界产生的结果。
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La Gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura
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.
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Revista Digital Lampsakos
Revista Digital Lampsakos ENGINEERING, MULTIDISCIPLINARY-
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