Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/26515
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dc.contributor.authorMartins, Ciropt_PT
dc.contributor.authorMarques, Fábiopt_PT
dc.contributor.authorBalula, Anapt_PT
dc.date.accessioned2019-09-10T14:43:48Z-
dc.date.available2019-09-10T14:43:48Z-
dc.date.issued2018-05-
dc.identifier.isbn978-972-8627-79-9pt_PT
dc.identifier.urihttp://hdl.handle.net/10773/26515-
dc.description.abstractDigital technologies are increasingly assuming a crucial role in daily routines and in our professional lives, and, thereof, they are more and more relevant to provide solid answers to emerging societal challenges. Nonetheless, in initial programming curricular units, it is not always easy to manage the students' different knowledge level, especially due to their diverse learning backgrounds. In this scenario, a teaching/learning strategy was designed to minimize the students’ heterogeneity (as well as the constraints that spur from it) and try to guarantee learning equity among them. Thus, the strategy was based on a flipped classroom approach, which implies the students’ autonomous work prior to face-to-face (in-class) work. For that purpose, two platforms were chosen with different purposes: i) Code Avengers was selected to create controlled, practical learning and teaching experiences in a gamified environment, and ii) Mooshak for the teacher for automatic assessment, to monitor and give feedback to students in online environment. The global perception as to the strategy implementation is that it has great potential, i.e. it had a positive impact on the students’ interest in developing coding skills, in particular due to its gamification facet and the instant feedback provided to students.pt_PT
dc.language.isoengpt_PT
dc.publisherCEIS20pt_PT
dc.rightsopenAccesspt_PT
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectProgramming skillspt_PT
dc.subjectLearning motivationpt_PT
dc.subjectFlipped classroompt_PT
dc.subjectGamificationpt_PT
dc.titleGamification to develop coding skillspt_PT
dc.typebookPartpt_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
degois.publication.firstPage102pt_PT
degois.publication.lastPage106pt_PT
degois.publication.locationCoimbrapt_PT
degois.publication.titleAtas do 4º Encontro sobre Jogos e Mobile Learningpt_PT
dc.relation.publisherversionhttp://hdl.handle.net/10316/48542pt_PT
Appears in Collections:CIDTFF - Capítulo de livro
ESTGA - Capítulo de livro

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