Year: 2024
Type: conference-paper
Study design: Systematic Review
Abstract: Gamification has becoming a relevant issue for supporting learning in engineering and management disciplines. Conceptually, gamification is the use of game elements and mechanics in non-game contexts, with the aim of motivating, involving and improving people's participation and learning. In other words, it is the application of game concepts and techniques in non-game environments to achieve specific objectives. The current research contribution is focused on performing a systematic review on the use of gamification for the teaching-learning process in programming introductory courses, mainly focused on higher education. As main results, three big group of works are identified: 1) focused on measuring gamification tools, 2) proposing new gamification tools, and 3) centered on task for programming new software games, as motivational factor.
Language: Spanish
Subfield: Developmental and Educational Psychology
Field: Psychology
Domain: Social Sciences
SDG: Quality education
Open Access status: green
OpenAlex ID: W7161107367
