TY - GEN
T1 - Modelo de evaluacion gamificado en cursos de algoritmos y programacion
AU - Zapata Puerta, Luis Norberto
AU - Gomez-Alvarez, Maria Clara
N1 - Publisher Copyright:
© 2020 IEEE.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/11/16
Y1 - 2020/11/16
N2 - Currently, engineering and computer science programs worldwide face several challenges, on the one hand, high dropout rates still persist in these programs with rates ranging from 30% to 50%. On the other hand, due to this problem, a crisis is looming in the software industry due to the high demand and the shortage of qualified talent in Information and Communication Technologies (ICT). This is why software development and more specifically learning to program has become a worldwide trend. While gamification-based teaching methodologies and strategies can improve student motivation and engagement during the teaching-learning process, the design and implementation of gamified assessment models remains a largely unmet challenge, due to that most authors apply the use of gamification in virtual learning environments and little in face-To-face activities developed in the classroom. Due to the above, this article proposes a gamified evaluation model aimed at improving the performance of students during an introductory course on algorithms and programming, through permanent feedback, assertive problem solving and mini-lines, and the development of video games to motivate learning by accumulating points or bonuses. With the application of this model, not only will it be possible to improve the motivation, permanence and performance of the students, but also the teachers will be able to maintain an adequate level of demand in each of the proposed evaluative activities and thus achieve greater commitment in the students, motivation and effort to obtain the bonuses and increase the results obtained in each of the course evaluations.
AB - Currently, engineering and computer science programs worldwide face several challenges, on the one hand, high dropout rates still persist in these programs with rates ranging from 30% to 50%. On the other hand, due to this problem, a crisis is looming in the software industry due to the high demand and the shortage of qualified talent in Information and Communication Technologies (ICT). This is why software development and more specifically learning to program has become a worldwide trend. While gamification-based teaching methodologies and strategies can improve student motivation and engagement during the teaching-learning process, the design and implementation of gamified assessment models remains a largely unmet challenge, due to that most authors apply the use of gamification in virtual learning environments and little in face-To-face activities developed in the classroom. Due to the above, this article proposes a gamified evaluation model aimed at improving the performance of students during an introductory course on algorithms and programming, through permanent feedback, assertive problem solving and mini-lines, and the development of video games to motivate learning by accumulating points or bonuses. With the application of this model, not only will it be possible to improve the motivation, permanence and performance of the students, but also the teachers will be able to maintain an adequate level of demand in each of the proposed evaluative activities and thus achieve greater commitment in the students, motivation and effort to obtain the bonuses and increase the results obtained in each of the course evaluations.
KW - Gamification
KW - Gamified evaluation model
KW - Introduction to programming
UR - http://www.scopus.com/inward/record.url?scp=85098633334&partnerID=8YFLogxK
U2 - 10.1109/SCCC51225.2020.9281150
DO - 10.1109/SCCC51225.2020.9281150
M3 - Contribución a la conferencia
AN - SCOPUS:85098633334
T3 - Proceedings - International Conference of the Chilean Computer Science Society, SCCC
BT - 2020 39th International Conference of the Chilean Computer Science Society, SCCC 2020
PB - IEEE Computer Society
Y2 - 16 November 2020 through 20 November 2020
ER -