TY - GEN
T1 - Modelo de enseñanza gamificado para promover el aprendizaje de algoritmos y programación
AU - Puerta, Luis Norberto Zapata
AU - Gomez-Alvarez, Maria Clara
N1 - Publisher Copyright:
© 2020 AISTI.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/6
Y1 - 2020/6
N2 - There are many challenges in teaching and learning algorithms and programming, including the lack of motivation to learn and the lack of teaching models that make it easier to guide students adequately during their learning process. For its part, gamification in education offers the potential to make learning more motivating and enjoyable for those who learn. However, the design and implementation of teaching and learning models remains a largely unsatisfied challenge. Most of the authors present in their proposals the design of gamified virtual learning environments and very little in relation to the gamification of face-to-face activities within the classroom. This paper presents a model with the following features: 1) Independent work development, where activities are resolved within class with the teacher accompaniment; 2) bonuses-based evaluation in class for the assertive solution of challenges which are added to their test results; 3) Development of videogame projects that involve the interests and passions of the students, in which the concepts learned are applied. The implementation of this model during the development of two parallel courses of algorithms and programming for the first semester in 2019-1 and 2019-2 has shown positive results regarding the interaction of students in the classroom, autonomous learning, commitment to the assigned works, better understanding of the course contents and greater motivation to learn.
AB - There are many challenges in teaching and learning algorithms and programming, including the lack of motivation to learn and the lack of teaching models that make it easier to guide students adequately during their learning process. For its part, gamification in education offers the potential to make learning more motivating and enjoyable for those who learn. However, the design and implementation of teaching and learning models remains a largely unsatisfied challenge. Most of the authors present in their proposals the design of gamified virtual learning environments and very little in relation to the gamification of face-to-face activities within the classroom. This paper presents a model with the following features: 1) Independent work development, where activities are resolved within class with the teacher accompaniment; 2) bonuses-based evaluation in class for the assertive solution of challenges which are added to their test results; 3) Development of videogame projects that involve the interests and passions of the students, in which the concepts learned are applied. The implementation of this model during the development of two parallel courses of algorithms and programming for the first semester in 2019-1 and 2019-2 has shown positive results regarding the interaction of students in the classroom, autonomous learning, commitment to the assigned works, better understanding of the course contents and greater motivation to learn.
KW - CS1
KW - Gamification
KW - Introduction to programming
KW - Teaching and learning model
UR - http://www.scopus.com/inward/record.url?scp=85089032914&partnerID=8YFLogxK
U2 - 10.23919/CISTI49556.2020.9141027
DO - 10.23919/CISTI49556.2020.9141027
M3 - Contribución a la conferencia
AN - SCOPUS:85089032914
T3 - Iberian Conference on Information Systems and Technologies, CISTI
BT - Proceedings of CISTI 2020 - 15th Iberian Conference on Information Systems and Technologies
A2 - Rocha, Alvaro
A2 - Perez, Bernabe Escobar
A2 - Penalvo, Francisco Garcia
A2 - del Mar Miras, Maria
A2 - Goncalves, Ramiro
PB - IEEE Computer Society
Y2 - 24 June 2020 through 27 June 2020
ER -