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Gamification-Based E-Learning Strategies for Computer Programming Education

Gamification-Based E-Learning Strategies for Computer Programming Education

Ricardo Alexandre Peixoto de Queirós (Polytechnic Institute of Porto, Portugal) and Mário Teixeira Pinto (Polytechnic Institute of Porto, Portugal)
Copyright: © 2017 |Pages: 350
ISBN13: 9781522510345|ISBN10: 1522510346|EISBN13: 9781522510352
DOI: 10.4018/978-1-5225-1034-5
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MLA

Alexandre Peixoto de Queirós, Ricardo, and Mário Teixeira Pinto. "Gamification-Based E-Learning Strategies for Computer Programming Education." IGI Global, 2017. 1-350. Web. 27 Mar. 2020. doi:10.4018/978-1-5225-1034-5

APA

Alexandre Peixoto de Queirós, R., & Pinto, M. T. (2017). Gamification-Based E-Learning Strategies for Computer Programming Education (pp. 1-350). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-1034-5

Chicago

Alexandre Peixoto de Queirós, Ricardo, and Mário Teixeira Pinto. "Gamification-Based E-Learning Strategies for Computer Programming Education." 1-350 (2017), accessed March 27, 2020. doi:10.4018/978-1-5225-1034-5

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Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum.

Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Table of Contents

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Front Materials
Title Page
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Copyright Page
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Advances in Game-Based Learning (AGBL) Book Series
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Editorial Advisory Board
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Preface
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Acknowledgment
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Chapters
Chapter 1
Game Design Principles  (pages 22-22)
Game Design Principles
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Chapter 1
Ricardo Alexandre Peixoto de Queirós (ESEIG-IPP, Portugal)
The industry of video games is one of the fastest growing sectors in the worldwide economy. One of the key factors to increase engagement and player retention, was the use of various common game concepts such as leaderboards and...
A Survey on Game Backend Services
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Chapter 2
Marisa Gil (Universitat Politècnica de Catalunya (UPC), Spain), Beatriz Otero (Universitat Politècnica de Catalunya, Spain)
Games are a very helpful tool for developing both technical and social skills and considerable experience has already been gained in using computer games for introducing young people to the digital world. Game-based educational tools...
Learning Engineering Skills through Creativity and Collaboration: A Game-Based Proposal
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Chapter 3
Kijpokin Kasemsap (Suan Sunandha Rajabhat University, Thailand)
This chapter explains the overview of educational computer games; the reward and feedback systems in educational computer games; the significance of educational computer games in the digital age; the aspects of educational video...
Mastering Educational Computer Games, Educational Video Games, and Serious Games in the Digital Age
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Chapter 4
Adilson Vahldick (Universidade do Estado de Santa Catarina (UDESC), Brazil), Maria J. Marcelino (Universidade de Coimbra, Portugal), António J. Mendes (Universidade de Coimbra, Portugal)
Casual games are characterized for their fast learning curve. Casual games tasks usually are short and have increasing difficulty. This seems an interesting approach to learn and practice introductory computer programming concepts...
Principles of a Casual Serious Game to Support Introductory Programming Learning in Higher Education
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Chapter 5
Nancy L. Martin (Southern Illinois University, USA), Andrey Soares (Southern Illinois University, USA)
Teaching and learning in the introductory programming course can be difficult. Numerous studies address this problem with none resulting in a perfect approach for either students or instructors. The authors of this chapter found...
The Introductory Programming Course: A Game Design Approach for the E-Learning Environment
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Gamification Strategies in Computer Programming Learning
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Chapter 6
Javier Fresno (Universidad de Valladolid, Spain), Hector Ortega-Arranz (Universidad de Valladolid, Spain), Alejandro Ortega-Arranz (Universidad de Valladolid, Spain), Arturo Gonzalez-Escribano (Universidad de Valladolid, Spain), Diego R. Llanos (Universidad de Valladolid, Spain)
Pursuing a college degree is a task that requires a great amount of time and effort. Universities are facing a big challenge to attract students and keep them motivated. The gamification of education is a practice that expects to...
Applying Gamification in a Parallel Programming Course
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Chapter 7
Serhat Bahadır Kert (Yıldız Teknik Üniversitesi, Turkey), Mehmet Fatih Erkoç (Yıldız Teknik Üniversitesi, Turkey)
Programming language training is a process that necessitates the continuity of individual motivation and interest. Many of the students who are assigned to computer programming courses have a lack of motivation to engage in...
Game-Based Approaches, Gamification, and Programming Language Training
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Chapter 8
Walter Nuninger (University of Lille, France), Jean-Marie Châtelet (University of Lille, France)
To improve learning efficiency in Computer Programming courses, a voluntary decision was to fully integrate different learner-centered pedagogical devices. The result is the development of a set of pedagogical serious mini-Games...
Pedagogical Mini-Games Integrated into Hybrid Course to Improve Understanding of Computer Programming: Skill Building Without the Coding Constraints
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Chapter 9
Caroline Porto Antonio (Federal University of Santa Catarina, Brazil), José Pedro Schardosim Simão (Federal University of Santa Catarina, Brazil), João Bosco da Mota Alves (Federal University of Santa Catarina, Brazil), Juarez Bento da Silva (Federal University of Santa Catarina, Brazil), Aline Coelho dos Santos (Federal University of Santa Catarina, Brazil)
Considering the need to stimulate the interest of students, it is essential to create more attractive environments for teaching, and laboratory activities are indicated as essential to correlate theory and practice. The use of remote...
Using 3D Virtual Worlds Integrated to Remote Experimentation in Sciences Teaching
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Chapter 10
Alberto Simões (Instituto Politécnico do Cávado e do Ave, Portugal)
Teaching computer programming is an important task in the formation of computer scientists. Being a subject taught in the first years of student degrees, need to properly motivate students, so they try, at home, to learn by...
Using Game Frameworks to Teach Computer Programming
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Chapter 3
Frameworks and Tools  (pages 237-237)
Frameworks and Tools
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Chapter 11
Míriam Antón Rodríguez (University of Valladolid, Spain), María Ángeles Pérez Juárez (University of Valladolid, Spain), Francisco Javier Díaz Pernas (University of Valladolid, Spain), Mario Martínez Zarzuela (University of Valladolid, Spain), David González Ortega (University of Valladolid, Spain)
The challenge of teaching programming languages and paradigms is a very complex task that requires of adequate strategies and educational tools. This chapter presents a game-based educational tool, Trivioodle, developed and used to...
Moodle Game-Based Tool Trivioodle to Support the Learning of Programming Languages and Paradigms
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Chapter 12
Anabela de Jesus Gomes (Coimbra Institute of Engineering, Portugal & University of Coimbra, Portugal), Álvaro Nuno Ferreira Silva Santos (Coimbra Institute of Engineering, Portugal & University of Coimbra, Portugal), César Paulo das Dores Páris (Coimbra Institute of Engineering, Portugal), Nuno Cid Martins (Coimbra Institute of Engineering, Portugal)
This chapter aims to present Code, a friendly environment where students without previous programming experience can explore core-programming concepts in a motivating manner. It consists of a platform style game where students can...
Playing with Programming: A Serious Game to Start Programming
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Chapter 13
Jakub Swacha (University of Szczecin, Poland)
This chapter is devoted to the scripting environments that are pivotal for the development and usage of gamified Learning Management Systems in programming education. They are classified into four types, which include: the...
Scripting Environments of Gamified Learning Management Systems for Programming Education
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Chapter 14
José Carlos Paiva (University of Porto, Portugal), José Paulo Leal (CRACS/INESC-Porto & DCC/FCUP, University of Porto, Portugal), Ricardo Alexandre Peixoto de Queirós (Polytechnic Institute of Porto, Portugal)
This chapter presents the architecture and design of Enki, an Integrated Development Environment (IDE) for learning programming languages on Massive Open Online Courses (MOOCs). This environment can be used as a tool by a Learning...
Design and Implementation of an IDE for Learning Programming Languages Using a Gamification Service
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Back Materials
Compilation of References
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About the Contributors
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Index
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