Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores

ilustraciones

Autores:
Cuervo Cely, Karen Daniela
Tipo de recurso:
Fecha de publicación:
2021
Institución:
Universidad Nacional de Colombia
Repositorio:
Universidad Nacional de Colombia
Idioma:
spa
OAI Identifier:
oai:repositorio.unal.edu.co:unal/79756
Acceso en línea:
https://repositorio.unal.edu.co/handle/unal/79756
https://repositorio.unal.edu.co/
Palabra clave:
000 - Ciencias de la computación, información y obras generales::004 - Procesamiento de datos Ciencia de los computadores
Método de enseñanza
Educational method
Gamificación
Programación de Computadores
Entornos gamificados asistidos por computador
Computer Programming
Gamification
Computer-assisted Gamified Environments
Motivation in learning
Enseñanza de la informática
Computer science education
Rights
openAccess
License
Atribución-NoComercial-SinDerivadas 4.0 Internacional
id UNACIONAL2_5e78a17076411a88ef2337b5c4cc20a8
oai_identifier_str oai:repositorio.unal.edu.co:unal/79756
network_acronym_str UNACIONAL2
network_name_str Universidad Nacional de Colombia
repository_id_str
dc.title.spa.fl_str_mv Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores
dc.title.translated.eng.fl_str_mv Evaluation of the effect of computer-assisted gamification on the motivation of computer programming students
title Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores
spellingShingle Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores
000 - Ciencias de la computación, información y obras generales::004 - Procesamiento de datos Ciencia de los computadores
Método de enseñanza
Educational method
Gamificación
Programación de Computadores
Entornos gamificados asistidos por computador
Computer Programming
Gamification
Computer-assisted Gamified Environments
Motivation in learning
Enseñanza de la informática
Computer science education
title_short Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores
title_full Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores
title_fullStr Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores
title_full_unstemmed Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores
title_sort Evaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadores
dc.creator.fl_str_mv Cuervo Cely, Karen Daniela
dc.contributor.advisor.none.fl_str_mv Restrepo Calle, Felipe
Ramírez Echeverry, Jhon Jairo
dc.contributor.author.none.fl_str_mv Cuervo Cely, Karen Daniela
dc.contributor.researchgroup.spa.fl_str_mv PLaS - Programming Languages and Systems
dc.subject.ddc.spa.fl_str_mv 000 - Ciencias de la computación, información y obras generales::004 - Procesamiento de datos Ciencia de los computadores
topic 000 - Ciencias de la computación, información y obras generales::004 - Procesamiento de datos Ciencia de los computadores
Método de enseñanza
Educational method
Gamificación
Programación de Computadores
Entornos gamificados asistidos por computador
Computer Programming
Gamification
Computer-assisted Gamified Environments
Motivation in learning
Enseñanza de la informática
Computer science education
dc.subject.lemb.none.fl_str_mv Método de enseñanza
Educational method
dc.subject.proposal.spa.fl_str_mv Gamificación
Programación de Computadores
Entornos gamificados asistidos por computador
dc.subject.proposal.eng.fl_str_mv Computer Programming
Gamification
Computer-assisted Gamified Environments
Motivation in learning
dc.subject.unesco.none.fl_str_mv Enseñanza de la informática
Computer science education
description ilustraciones
publishDate 2021
dc.date.accessioned.none.fl_str_mv 2021-07-02T16:06:24Z
dc.date.available.none.fl_str_mv 2021-07-02T16:06:24Z
dc.date.issued.none.fl_str_mv 2021
dc.type.spa.fl_str_mv Trabajo de grado - Maestría
dc.type.driver.spa.fl_str_mv info:eu-repo/semantics/masterThesis
dc.type.version.spa.fl_str_mv info:eu-repo/semantics/acceptedVersion
dc.type.content.spa.fl_str_mv Text
dc.type.redcol.spa.fl_str_mv http://purl.org/redcol/resource_type/TM
status_str acceptedVersion
dc.identifier.uri.none.fl_str_mv https://repositorio.unal.edu.co/handle/unal/79756
dc.identifier.instname.spa.fl_str_mv Universidad Nacional de Colombia
dc.identifier.reponame.spa.fl_str_mv Repositorio Institucional Universidad Nacional de Colombia
dc.identifier.repourl.spa.fl_str_mv https://repositorio.unal.edu.co/
url https://repositorio.unal.edu.co/handle/unal/79756
https://repositorio.unal.edu.co/
identifier_str_mv Universidad Nacional de Colombia
Repositorio Institucional Universidad Nacional de Colombia
dc.language.iso.spa.fl_str_mv spa
language spa
dc.relation.references.spa.fl_str_mv Agapito, J., Rodrigo, M. M., and Lorenzo, B. C. D.-P. E. P. T. F. P. S. T. (2018). Identifying meaningful gamification-based elements beneficial to novice programmers. In Rodrigo, M. M. T., J.-C., Y., L.-H., W., and Chang, M., editors, 26th International Conference on Computers in Education, ICCE 2018, pages 619–624, Ateneo de Manila University, Philippines. Asia-Pacific Society for Computers in Education.
Agapito, J. L. and Rodrigo, M. M. T. (2018). Investigating the impact of a meaningful gamification based intervention on novice programmers’ achievement. Lecture Notes in Computer Science (includingsubseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10947 LNAI:3–16.
Aguiar-Castillo, L., Hernández-López, L., De Saá-Pérez, P., and Pérez-Jiménez, R. (2020). Gamification as a motivation strategy for higher education students in tourism face-to-face learning. Journal of Hospitality, Leisure, Sport & Tourism Education, 27(April 2019):100267.
Amro, J. and Romli, R. (2019). Investigation on the Learning Programming Techniques via Mobile Learning Application. ICRAIE 2019 - 4th International Conference and Workshops on Recent Advances and Innovations in Engineering: Thriving Technologies, 2019(November):27–29.
Arrieta, C., Alían, J., and Ruiz, S. (2017). El Aprender Haciendo Como Estrategia de Aprendizaje. PhD thesis, Corporación Universitaria del Caribe - CECAR. Astudillo, G., Bast, S., and Willging, P. (2016). Virtualidad, Educación y Ciencia. Virtualidad, Educación y Ciencia, 7(12):125–142.
Azmi, N. A., Mohd-Yusof, K., Phang, F. A., and Syed Hassan, S. A. H. (2018). Motivating engineering students to engage in learning computer programming. In Auer, M. E. and Kim, K.-S., editors, Engineering Education for a Smart Society, pages 143–157, Cham. Springer International Publishing.
Azmi, S., Ahmad, N., Iahad, N. A., and Yusof, A. F. (2017). Promoting students’ engagement in learning programming through gamification in peer-review discussion forum. In International Conference on Research and Innovation in Information Systems, ICRIIS, Department of Information Systems, Faculty of Computing, Universiti Teknologi Malaysia, Johor, Malaysia.
Borges, R. P., Oliveira, P. R. F., Lima, R., and De Lima, R. W. (2018). A systematic review of literature on methodologies, practices, and tools for programming teaching. IEEE Latin America Transactions, 16(5):1468–1475.
Brown, D. (2001). Pulling it Together: A Method for Developing Service-Learning and Community Partnerships Based in Critical Pedagogy. Corporation for National Service National Service Fellowship Program.
Bryman, A. (2012). Social research methods. Oxford University Press Inc, fourth edi edition.
Carreño, M., Sandoval, A., Alvarez, F., and Camacho, Y. (2018). Gamification technique for teaching programming. In 2018 IEEE Global Engineering Education Conference (EDUCON), pages 2009–2014.
Codatien S.A. (2017). Funprog - Apps en Google Play.
Combéfis, S., Beresnevičius, G., and Dagiene, V. (2016). Learning programming through games and contests: Overview, characterisation and discussion. In Olympiads in Informatics, volume 10, pages 39–60.
Coolican, H. (1997). Métodos de investigación y estadística en psicología. El Manual Moderno S.A. de C.V.
Cortizo Pérez, J. C., Carrero García, F., Monsalve Piqueras, B., and Velasco Collado, A. (2011). Gamificación y Docencia : Lo que la Universidad tiene que aprender de los Videojuegos. In VIII Jornadas Internacionales de Innovación Universitaria Retos y oportunidades del desarrollo de los nuevos títulos en educación superior Gamificación.
Çubukçu, Ç., Goodman, L., Wang, B., and Mangina, E. (2017). Gamification for teaching Java. In ACM International Conference Proceeding Series, pages 120–130. Association for Computing Machinery.
Darejeh, A. and Salim, S. (2016). Gamification Solutions to Enhance Software User Engagement—A Systematic Review. International Journal of Human-Computer Interaction, 32(8):613–642.
De Pontes, R. G., Guerrero, D. D. S., De Figueiredo, J. C. A., and SIGCSE, A. C. M. (2019). Analyzing gamification impact on a mastery learning introductory programming course. In 50th ACM Technical Symposium on Computer Science Education, SIGCSE 2019, pages 400–406, UFCG, Campina Grande, Paraíba, Brazil. Association for Computing Machinery, Inc.
Denden, M., Tlili, A., Essalmi, F., and Jemni, M. (2018). Does personality affect students’ perceived preferences for game elements in gamified learning environments? In N.-S., C., Chang, M., Huang, R., Kinshuk, K., Moudgalya, K., Murthy, S., and Sampson, D. G., editors, 18th IEEE International Conference on Advanced Learning Technologies, ICALT 2018, pages 111–115, Research Laboratory of Technologies of Information and Communication and Electrical Engineering, Tunis National Higher School of Engineering (ENSIT), Tunisia. Institute of Electrical and Electronics Engineers Inc.
Deshmukh, S. and Raisinghani, V. (2018). ABC: Application based collaborative approach to improve student engagement for a programming course. Proceedings - IEEE 9th International Conference on Technology for Education, T4E 2018, pages 20–23.
Desmoulins, F., Antoniazzi, N., and Barral, A. (2012). Coding Games and Programming Challenges to Code Better.
Díaz, S., Díaz, J., and Ahumada, D. (2018). A Gamification Approach to Improve Motivation on an Initial Programming Course. In 2018 IEEE International Conference on Automation/XXIII Congress of the Chilean Association of Automatic Control (ICA-ACCA), pages 1–6. Diaz, S., Diaz, J., and Ahumada, D. (2019). A gamification approach to improve motivation on an initial programming course. In Munoz C. Lefranc G., F.-F. M. R. E. D.-F. C., editor, IEEE ICA-ACCA 2018 - IEEE International Conference on Automation/23rd Congress of the Chilean Association of Automatic Control: Towards an Industry 4.0 - Proceedings. Institute of Electrical and Electronics Engineers Inc.
Dorn, N., Berges, M., Capovilla, D., and Hubwieser, P. (2018). Talking at Cross Purposes – Perceived Learning Barriers by Students and Teachers in Programming Education. Proceedings of the 13th Workshop in Primary and Secondary Computing Education.
Draz, A., Abdennadher, S., and Abdelrahman, Y. (2016). Kodr: A customizable learning platform for computer science education. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 9891 LNCS:579–582.
Escamilla, J., Fuerte, K., Venegas, E., Fernández, K., Elizondo, J., Román, R., and Quintero, E. (2016). Gamificación. Observatorio de Innovación Educativa, pages 1–36.
Facey-Shaw, L., Specht, M., and Bartley-Bryan, J. (2019). Digital Badges for Motivating Introductory Programmers: Qualitative Findings from Focus Groups. In Proceedings - Frontiers in Education Conference, FIE, volume 2018-Octob. Institute of Electrical and Electronics Engineers Inc.
Fernandes, E., Ferreira, L., Figueiredo, E., and Valente, M. (2011). How clear is your code? An empirical study with programming challenges. CIbSE 2017 - XX Ibero-American Conference on Software Engineering, pages 43–56.
Fincher, S. and Robins, A. (2019). The Cambridge Handbook of Computing Education Research. Cambridge University Press.
Fontes, S., García, C., Quintanilla, L., Rodríguez, R., Rubio, P., and Sarria, E. (2010). Fundamentos de Investigación en Psicología. Universidad Nacional de Educación a Distancia.
Fotaris, P., Mastoras, T., Leinfellner, R., and Rosunally, Y. (2016). Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class. Electronic Journal of e-Learning, 14(2):94–110.
Gonzalez-Escribano, A., Lara-Mongil, V., Rodriguez-Gutiez, E., and Torres, Y. (2019). Toward improving collaborative behaviour during competitive programming assignments. Proceedings of EduHPC 2019: Workshop on Education for High Performance Computing - Held in conjunction with SC 2019: The International Conference for High Performance Computing, Networking, Storage and Analysis, pages 68–74
Gopalan, V., Abu, J., and Zulkifli, A. N. (2020). A review of motivation theories, models and instruments in learning environment. Journal of Critical Reviews, 7(6):554–559.
Hadar, I. (2013). When intuition and logic clash: The case of the object-oriented paradigm. Science of Computer Programming, 78(9):1407–1426.
Hartt, M., Hosseini, H., and Mostafapour, M. (2020). Game On: Exploring the Effectiveness of Gamebased Learning. Planning Practice and Research, 35(5):589–604.
Hattie, J., Hodis, F., and Kang, S. (2020). Theories of motivation : Integration and ways forward. Contemporary Educational Psychology, 61(May).
HiTech Rush Inc (2013). CodeGym© 2020 CodeGym Programmers Are Made, Not Born.
Hoshang, S., Tamimi, H., Mohammad, H., and Al Swaidi, S. (2018). Factors influencing the adoption of education gamification within Abu Dhabi/UAE higher education institutions. In 10th International Conference on Education Technology and Computers, ICETC 2018, pages 145–151, Higher Colleges of Technology, CIS Department, Abu Dhabi, United Arab Emirates. Association for Computing Machinery.
Hsu, T. C., Chang, S. C., and Hung, Y. T. (2018). How to learn and how to teach computational thinking: Suggestions based on a review of the literature. Computers and Education, 126(June):296–310.
Ismail, M. E., Sa’Adan, N., Samsudin, M. A., Hamzah, N., Razali, N., and Mahazir, I. I. (2018). Implementation of the Gamification Concept Using KAHOOT! among TVET Students: An Observation. In Journal of Physics: Conference Series, volume 1140.
Issa, L. and Jusoh, S. (2019). Usability evaluation on gamified e-learning platforms. ACM International Conference Proceeding Series.
Järvelä, S. and Niemivirta, M. (2001). Motivation in context: Challenges and possibilities in studying the role of motivation in new pedagogical cultures. Motivation in Learning Contexts: Theoretical Advances and Methodological Implications, pages 105–127.
Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., and Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6:89–106.
Jordine, T. (2015). A Mobile Device Based Serious Gaming Approach for Teaching and Learning Java Programming. Proceedings - Frontiers in Education Conference, FIE, 9(1).
Kaila, E., Laakso, M., Rajala, T., and Kurvinen, E. (2018a). A model for gamifying programming education: University-level programming course quantified. In 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings, pages 689–694.
Kaila, E., Laakso, M., Rajala, T., Makelainen, A., and Lokkila, E. (2018b). Technology-enhanced programming courses for upper secondary school students. In 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings, pages 683–688, University of Turku, Finland.
Keeshin, J. and Galant, Z. (2012). CodeHS - Teach Coding and Computer Science at Your School | CodeHS.
Khaleel, F. L., Wook, T., and Ashaari, N. S. (2018a). Quantifying user experience in using learning gamification website. Journal of Theoretical and Applied Information Technology, 96(23):7783 7793.
Khaleel, F. L., Wook, T., and Ashaari, N. S. (2018b). Quantifying user experience in using learning gamification website. Journal of Theoretical and Applied Information Technology, 96(23):7783 7793.
Krpan, D., Mladenović, S., and Rosić, M. (2015). Undergraduate Programming Courses, Students’ Perception and Success. Procedia - Social and Behavioral Sciences, 174:3868–3872.
Kumar, B. and Sharma, K. (2018). A Gamified Approach to Achieve Excellence in Programming. In 2018 4th International Conference on Computing Sciences (ICCS), pages 107–114. Institute of Electrical and Electronics Engineers Inc.
Kurniawan, O., Seng, N., Sockalingam, N., and Pey, K. (2019). Game-Based versus gamified learning platform in helping university students learn programming. ASCILITE 2019 - Conference Proceedings - 36th International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education: Personalised Learning. Diverse Goals. One Heart., pages 159–168.
Lindberg, R., Laine, T., and Haaranen, L. (2018). Gamifying programming education in K�����12 A review of programming curricula in seven countries and programming games.pdf.
Lyabah, A., Klevtsov, O., Kulakov, D., and Godin, V. (2001). CheckiO - coding games and programming challenges for beginner and advanced.
Martins, V. F., de Almeida Souza Concilio, I., and de Paiva Guimarães, M. (2018). Problem based learning associated to the development of games for programming teaching. Computer Applications in Engineering Education, 26(5):1577–1589.
Mladenović, S., Krpan, D., and Mladenovic, M. (2016). Using games to help novices embrace programming: From elementary to higher education. International Journal of Engineering Education, 32(1):521–531.
Montero Herrera, B. (2017). Aplicación de juegos didácticos como metodología de enseñanza: Una Revisión de la Literatura. Pensamiento matemático, 7:92.
Mora, C., Plazas, F., Torres, A., and Camargo, G. (2016). El Juego como método de aprendizaje. Nodos y Nudos, 4(40):133.
Moussa, W. E., Almalki, R. M., Alamoudi, M. A., and Allinjawi, A. (2016). Proposing a 3d interactive visualization tool for learning oop concepts. 2016 13th Learning and Technology Conference, L and T 2016, pages 26–32.
Mozelius, P., Collin, J., and Olsson, M. (2015). Visualisation and gamification of e-Learning – Attitudes among course participants. In Proceedings of the International Conference on e-Learning, ICEL, volume 2015-Janua, pages 227–234, Department of Computer and Systems Sciences, Stockholm University, Sweden.
Nocito Muñoz, G. (2013). Autorregulación del aprendizaje de alumnos de grado: estudio de caso. PhD thesis, Universidad Complutense de Madrid.
Olsson, M. and Mozelius, P. (2016). On design of online learning environments for programming education. In Novotna J., J. A., editor, Proceedings of the European Conference on e-Learning, ECEL, volume 2016-Janua, pages 533–539. Academic Conferences Limited.
Ortiz, M., Chiluiza, K., and Valcke, M. (2017). Gamification in computer programming: Effects on learning, engagement, self-efficacy and intrinsic motivation. The 11th European Conference on Game- Based Learning (ECGBL), pages 507–514.
Pagano, R. (1998). Estadística para las ciencias del comportamiento. Universidad de Pittsburgh.
Pambudi, S., Sukardiyono, T., and Surjono, H. D. (2018). The Development of Mobile Gamification Learning Application for Web Programming Learning. In Djatmiko, I. W., Asnawi, R., Herawan, T., Sudira, P., and Suprapto, editors, International Conference on Electrical, Electronic, Informatics and Vocational Education 2018, ICE-ELINVO 2018, volume 1140, Yogyakarta State University, Indonesia. Institute of Physics Publishing.
Peixoto, M. and Silva, C. (2015). Requirements for gamified educational software: A systematic literature review. CIBSE 2015 - XVIII Ibero-American Conference on Software Engineering, pages 618–631.
Pintrich, P., Smith, D., Duncan, T., and Mckeachie, W. (1991). A manual for the use of the motivated strategies for learning questionnaire (mslq). Ann Arbor. Michigan, 48109:1259.
Piteira, M. and Costa, C. J. (2017). Gamification: Conceptual framework to online courses of learning computer programming. In 2017 12th Iberian Conference on Information Systems and Technologies (CISTI), pages 1–7.
Piteira, M., Costa, C. J., and Aparicio, M. (2017). CANOE e Fluxo: Determinants in the adoption of online course programming . RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao, 2017(25):34–53.
Polo-Peña, A. I., Frías-Jamilena, D. M., and Fernández-Ruano, M. L. (2020). Influence of gamification on perceived self-efficacy: gender and age moderator effect. International Journal of Sports Marketing and Sponsorship, ahead-of-p(ahead-of-print).
Popat, S. and Starkey, L. (2019). Learning to code or coding to learn? A systematic review. Computers and Education, 128(November 2017):365–376.
Prieto Andreu, J. M. (2020). Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios. Teoría de la Educación. Revista Interuniversitaria, 32(1):73–99.
Qian, Y., Hambrusch, S., Yadav, A., Gretter, S., and Li, Y. (2019). Teachers’ Perceptions of Student Misconceptions in Introductory Programming. Journal of Educational Computing Research.
Qian, Y. and Lehman, J. (2017). Students’ Misconceptions and Other Difficulties in Introductory Programming. ACM Transactions on Computing Education, 18(1):1–24.
Rajala, T., Laakso, M.-J., and Kaila, E. (2009). VILLE - the visual learning tool.
Rajala, T., Laakso, M.-J., Kaila, E., and Salakoski, T. (2008). VILLE – A Language-Independent Program Visualization Tool. Seventh Baltic Sea Conference on Computing Education Research (Koli Calling 2007), 88(January 2016):151–159.
Rajashekharaiah, K. M., Pawar, M., Patil, M. S., Kulenavar, N., and Joshi, G. H. (2017). Design thinking framework to enhance object oriented design and problem analysis skill in Java programming laboratory: An experience. Proceedings - 2016 IEEE 4th International Conference on MOOCs, Innovation and Technology in Education, MITE 2016, pages 200–205.
Ramírez, J. (2017). La competencia .aprender a aprender.en un contexto educativo de ingeniería. PhD thesis, Universidad Politécnica de Catalunya.
Ramirez-Echeverry, J. J., Garcia-Carrillo, A., and Dussan, F. A. O. (2016). Adaptation and validation of the motivated strategies for learning questionnaire-MSLQ-in engineering students in Colombia. International Journal of Engineering Education, 32(4):1774–1787.
Rivera, S. and García, M. (2012). Aplicación de la estadística a la psicología. Universidad Nacional Autónoma de Mexico.
Rojas, A. and Rincón, E. (2018). Gamification as Learning Scenario in Programming Course of Higher Education. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10925 LNCS:200–210.
Sarkar, S. P., Sarker, B., and Hossain, S. K. A. (2017). Cross platform interactive programming learning environment for kids with edutainment and gamification. In 19th International Conference on Computer and Information Technology, ICCIT 2016, pages 218–222. Institute of Electrical and Electronics Engineers Inc.
Schunk, D. and DiBenedetto, M. (2020). Motivation and social cognitive theory. Contemporary Educational Psychology, 60(December 2019):101832.
Shahdatunnaim, A., Noorminshah, A. I., and Norasnita, A. (2015). Gamification in online collaborative learning for programming courses: A literature review. ARPN Journal of Engineering and Applied Sciences, 10(23):18087–18094.
Siegel, S. and Castellan, J. (1998). Estadística no paramétrica. Editorial Trillas, S.A. de C.V.
Sims, Z. and Bubinski, R. (2011). Learn to Code - for Free | Codecademy.
Skalka, J. and Drlík, M. (2018). Conceptual framework of microlearning-based training mobile application for improving programming skills. Advances in Intelligent Systems and Computing, 725:213–224.
SoloLearn Inc (2017). SoloLearn: Learn to Code for Free!
Sousa Borges, S., Durelli, V. H. S., Reis, H. M., and Isotani, S. (2014). A systematic mapping on gamification applied to education. Proceedings of the ACM Symposium on Applied Computing.
Spolsky, J. and Atwood, J. (2008). Stack Overflow en español.
Sprint, G. and Cook, D. (2015). Enhancing the CS1 student experience with gamification. In ISEC 2015 - 5th IEEE Integrated STEM Education Conference, pages 94–99. Institute of Electrical and Electronics Engineers Inc.
Stigall, J., Sharma, S., Education, A. T., of Mathematics, T. I. F. D. M. P. I. S., and UBTech, S. P. (2017). Virtual reality instructional modules for introductory programming courses. In 7th IEEE Integrated STEM Education Conference, ISEC 2017, pages 34–42, Bowie State University, United States. Institute of Electrical and Electronics Engineers Inc.
Surendeleg, G., Murwa, V., Yun, H. K., and Kim, Y. S. (2014). The role of gamification in education – a literature review. Contemporary Engineering Sciences, 7(29-32):1609–1616.
Talingdan, J. A. and Llanda, C. R. (2019). Assessment of the effectiveness of learning theories using gamified android app in teaching C programming. In IOP Conference Series: Materials Science and Engineering, volume 482.
Tejada, M., Aguirre, M., Yerovi, E., Ortega, L., Contreras, O., and Mantilla, G. (2018). Funprog: A gamification-based platform for higher education. Communications in Computer and Information Science, 883:255–268.
Thongmak, M. (2017). Gamifying the first programming class: Outcomes and antecedents of continued engagement intention. In 2017 SIGED International Conference on Information Systems Education and Research, volume 2017-Decem. Association for Information Systems.
Torres, C. M. and Torres, M. E. (2007). El juego como estrategia de aprendizaje en el aula. PhD thesis, Universidad de los Andes.
Ubaidullah, N., Hamid, J., and Mohamed, Z. (2019). Integrating the arcs motivational elements into an on-line game-based learning application: Does the application enhance students’ motivation in learning programming? International Journal of Innovative Technology and Exploring Engineering, 8(11):1493–1501.
Valcárcel, M. (2014). Presentación y Explicación de los contenidos: La Clase Magistral. Plan de formación inicial del profesorado, pages 1–20.
Vasilescu, B., Filkov, V., and Serebrenik, A. (2013). StackOverflow and GitHub: Associations between software development and crowdsourced knowledge. Proceedings SocialCom/PASSAT/BigData/Econ- Com/BioMedCom 2013, pages 188–195.
Vera, P. M., Rodríguez, R. A., and Moreno, E. (2018). Gamifying programming practice at university level . Campus Virtuales, 7(2):55–68.
Walmsley, M. (2012). Code Avengers | Code Avengers.
Wang, S., Lo, D., and Jiang, L. (2013). An empirical study on developer interactions in StackOverflow. Proceedings of the ACM Symposium on Applied Computing, 3(May 2014):1019–1024. Watson, D., Hancock, M., and Mandryk, R. L. (2013). Gamifying behaviour that leads to learning. In ACM International Conference Proceeding Series, pages 87–90, Stratford, ON. Association for Computing Machinery.
Winter, N., Lott, M., Saines, G., and Erickson, S. (2012). CodeCombat - Juegos de Programación para aprender Python y JavaScript | CodeCombat.
Yang, J., Lee, Y., and Chang, K. H. (2018). Evaluations of JaguarCode: A web-based object-oriented programming environment with static and dynamic visualization. Journal of Systems and Software, 145(May):Yang, J., Lee, Y., & Chang, K. H. (2018). Evaluati.
Zatarain Cabada, R. (2018). Reconocimiento afectivo y gamificación aplicados al aprendizaje de Lógica algorítmica y programación. Revista Electrónica de Investigación Educativa, 20(3):115.
Zatarain Cabada, R., Barrón Estrada, M. L., Ríos Félix, J. M., and Alor Hernández, G. (2018). A virtual environment for learning computer coding using gamification and emotion recognition. Interactive Learning Environments.
Zhang, X., Crabtree, J. D., Terwilliger, M. G., and Redman, T. T. (2018). Assessing Students’ Object Oriented Programming Skills with Java: The “Department-Employee” Project. Journal of Computer Information Systems, 00(00):1–13.
dc.rights.none.fl_str_mv Derechos Reservados al Autor, 2021
dc.rights.coar.fl_str_mv http://purl.org/coar/access_right/c_abf2
dc.rights.license.spa.fl_str_mv Atribución-NoComercial-SinDerivadas 4.0 Internacional
dc.rights.uri.spa.fl_str_mv http://creativecommons.org/licenses/by-nc-nd/4.0/
dc.rights.accessrights.spa.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_str_mv Atribución-NoComercial-SinDerivadas 4.0 Internacional
Derechos Reservados al Autor, 2021
http://creativecommons.org/licenses/by-nc-nd/4.0/
http://purl.org/coar/access_right/c_abf2
eu_rights_str_mv openAccess
dc.format.extent.spa.fl_str_mv 113 páginas
dc.format.mimetype.spa.fl_str_mv application/pdf
dc.publisher.spa.fl_str_mv Universidad Nacional de Colombia
dc.publisher.program.spa.fl_str_mv Bogotá - Ingeniería - Maestría en Ingeniería - Ingeniería de Sistemas y Computación
dc.publisher.department.spa.fl_str_mv Departamento de Ingeniería de Sistemas e Industrial
dc.publisher.faculty.spa.fl_str_mv Facultad de Ingeniería
dc.publisher.place.spa.fl_str_mv Bogotá, Colombia
dc.publisher.branch.spa.fl_str_mv Universidad Nacional de Colombia - Sede Bogotá
institution Universidad Nacional de Colombia
bitstream.url.fl_str_mv https://repositorio.unal.edu.co/bitstream/unal/79756/1/license.txt
https://repositorio.unal.edu.co/bitstream/unal/79756/2/1049647158.2021.pdf
https://repositorio.unal.edu.co/bitstream/unal/79756/3/1049647158.2021.pdf.jpg
bitstream.checksum.fl_str_mv cccfe52f796b7c63423298c2d3365fc6
d40c0fd21199bf573d6c1b71536e7a89
69e1f7ef692418f496b39a9fe56ae292
bitstream.checksumAlgorithm.fl_str_mv MD5
MD5
MD5
repository.name.fl_str_mv Repositorio Institucional Universidad Nacional de Colombia
repository.mail.fl_str_mv repositorio_nal@unal.edu.co
_version_ 1814090037469380608
spelling Atribución-NoComercial-SinDerivadas 4.0 InternacionalDerechos Reservados al Autor, 2021http://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2Restrepo Calle, Felipe82117c6c71f31211f86863049b600db3Ramírez Echeverry, Jhon Jairo70b8e84c9e9831321c48058d547ce865Cuervo Cely, Karen Daniela5829b989b0e6d2ee85ee8f04baa67fcePLaS - Programming Languages and Systems2021-07-02T16:06:24Z2021-07-02T16:06:24Z2021https://repositorio.unal.edu.co/handle/unal/79756Universidad Nacional de ColombiaRepositorio Institucional Universidad Nacional de Colombiahttps://repositorio.unal.edu.co/ilustracionesLa enseñanza-aprendizaje de la Programación de Computadores conlleva desafíos que implican buscar nuevas metodologías de enseñanza en la que el estudiante se involucre activamente. Actualmente las metodologías relacionadas con el juego son ampliamente utilizadas por los efectos que pueden generar en aspectos como la motivación, participación, rendimiento académico y compromiso en los estudiantes. La gamificación está inmersa en dichas metodologías haciendo referencia al uso de elementos relacionados con el juego en contextos ajenos al juego. En el área de la Programación de Computadores se han realizado estudios que integran la gamificación asistida por computador en contextos académicos, con el objetivo de evidenciar los efectos reales que genera el uso de elementos relacionados con el juego en procesos formativos. Generalmente los resultados cualitativos evidencian efectos destacables en los diferentes aspectos analizados, sin embargo distintos estudios donde realizan análisis cuantitativos contradicen dichos hallazgos y exponen que integrar la gamificación no genera efectos estadísticamente significativos en aspectos evaluados como la motivación, participación, rendimiento académico, entre otros. La revisión de literatura analizada evidencia la necesidad de realizar más estudios empíricos en los que se integre la gamificación con el propósito de comprender y demostrar los efectos reales que genera en los distintos aspectos formativos. Por lo cual, esta investigación tiene como propósito encontrar el efecto que la gamificación asistida por computador genera en la motivación por aprender de los estudiantes de Programación de Computadores. Para tal fin, se diseñó y llevó a cabo un estudio cuasi-experimental en el que se integró una herramienta gamificada en la metodología de un curso de Introducción a la Programación de Computadores. A través de una revisión de literatura y un análisis comparativo se realizó la selección de CodeGym como el ambiente gamificado asistido por computador apto para la integración dentro de la metodología de la clase. A continuación, se estableció el diseño del estudio cuasi-experimental en el que se planteó la metodología de la intervención educativa y la aplicación de los instrumentos para medir el constructo motivacional por medio del cuestionario de auto-informe MSLQ-Colombia y una encuesta de percepciones dirigida a los estudiantes que participaron en el estudio. En este estudio participaron 48 estudiantes distribuidos en dos grupos de control y uno experimental, quienes fueron seleccionados mediante la técnica de muestreo no probabilístico por conveniencia. La información recolectada permitió realizar un análisis estadístico de la variación de la motivación en cada uno de los grupos participantes. La información cuantitativa obtenida mediante el MSLQ-Colombia permitió evidenciar que los estudiantes del grupo experimental en el que se integró el ambiente gamificado en la metodología de la clase, incrementaron significativamente los niveles relacionados con valoración de la tarea, atribuyendo un mayor grado de importancia, utilidad, gusto o interés hacia las temáticas expuestas en la asignatura. Los resultados reportados en esta investigación permiten comprender mejor los efectos, beneficios, y desafíos que brinda la integración de la gamificación asistida por computador en los procesos de enseñanza-aprendizaje de la programación de computadores. (Texto tomado de la fuente)The teaching-learning of Computer Programming involves challenges that imply searching for new teaching methodologies in which the student is actively involved. Currently, methodologies related to games are widely used due to the effects they can generate in aspects such as motivation, participation, academic performance and student engagement. Gamification is immersed in these methodologies, referring to the use of game-related elements in non-game contexts. In the area of computer programming, studies have been conducted that integrate computer-assisted gamification in academic contexts, with the aim of demonstrating the real effects generated by the use of game-related elements in training processes. Generally, qualitative results show remarkable effects in the different aspects analyzed, however, different studies where quantitative analyses are performed contradict these findings and expose that integrating gamification does not generate statistically significant effects in evaluated aspects such as motivation, participation, academic performance, among others. The analyzed literature review shows the need to conduct more empirical studies in which gamification is integrated in order to understand and demonstrate the real effects it generates in the different formative aspects. Therefore, the purpose of this research is to find the effect that computer-assisted gamification has on the learning motivation of Computer Programming students. To this end, a quasi-experimental study was designed and carried out in which a gamified tool was integrated into the methodology of an Introduction to Computer Programming course. Through a literature review and a comparative analysis, the selection of CodeGym as the computer-assisted gamified environment suitable for integration into the classroom methodology was made. Next, the design of the quasi-experimental study was established in which the methodology of the educational intervention and the application of the instruments to measure the motivational construct by means of the self-report questionnaire MSLQ-Colombia and a survey of perceptions directed to the students who participated in the study were proposed. Forty-eight students participated in this study, distributed in two control groups and one experimental group, who were selected by means of a non-probabilistic convenience sampling technique. The information collected allowed a statistical analysis of the variation of motivation in each of the participating groups. The quantitative information obtained through the MSLQ-Colombia showed that the students in the experimental group in which the gamified environment was integrated into the classroom methodology, significantly increased the levels related to task valuation, attributing a higher degree of importance, usefulness, liking or interest in the topics presented in the subject. The results reported in this research allow a better understanding of the effects, benefits, and challenges provided by the integration of computer-assisted gamification in the teaching-learning process of computer programming. (Text taken from source)MaestríaMagíster en Ingeniería - Ingeniería de Sistemas y ComputaciónComputación aplicada - Educación en ingeniería113 páginasapplication/pdfspaUniversidad Nacional de ColombiaBogotá - Ingeniería - Maestría en Ingeniería - Ingeniería de Sistemas y ComputaciónDepartamento de Ingeniería de Sistemas e IndustrialFacultad de IngenieríaBogotá, ColombiaUniversidad Nacional de Colombia - Sede Bogotá000 - Ciencias de la computación, información y obras generales::004 - Procesamiento de datos Ciencia de los computadoresMétodo de enseñanzaEducational methodGamificaciónProgramación de ComputadoresEntornos gamificados asistidos por computadorComputer ProgrammingGamificationComputer-assisted Gamified EnvironmentsMotivation in learningEnseñanza de la informáticaComputer science educationEvaluación del efecto de la gamificación asistida por computador en la motivación de los estudiantes de programación de computadoresEvaluation of the effect of computer-assisted gamification on the motivation of computer programming studentsTrabajo de grado - Maestríainfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/acceptedVersionTexthttp://purl.org/redcol/resource_type/TMAgapito, J., Rodrigo, M. M., and Lorenzo, B. C. D.-P. E. P. T. F. P. S. T. (2018). Identifying meaningful gamification-based elements beneficial to novice programmers. In Rodrigo, M. M. T., J.-C., Y., L.-H., W., and Chang, M., editors, 26th International Conference on Computers in Education, ICCE 2018, pages 619–624, Ateneo de Manila University, Philippines. Asia-Pacific Society for Computers in Education.Agapito, J. L. and Rodrigo, M. M. T. (2018). Investigating the impact of a meaningful gamification based intervention on novice programmers’ achievement. Lecture Notes in Computer Science (includingsubseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10947 LNAI:3–16.Aguiar-Castillo, L., Hernández-López, L., De Saá-Pérez, P., and Pérez-Jiménez, R. (2020). Gamification as a motivation strategy for higher education students in tourism face-to-face learning. Journal of Hospitality, Leisure, Sport & Tourism Education, 27(April 2019):100267.Amro, J. and Romli, R. (2019). Investigation on the Learning Programming Techniques via Mobile Learning Application. ICRAIE 2019 - 4th International Conference and Workshops on Recent Advances and Innovations in Engineering: Thriving Technologies, 2019(November):27–29.Arrieta, C., Alían, J., and Ruiz, S. (2017). El Aprender Haciendo Como Estrategia de Aprendizaje. PhD thesis, Corporación Universitaria del Caribe - CECAR. Astudillo, G., Bast, S., and Willging, P. (2016). Virtualidad, Educación y Ciencia. Virtualidad, Educación y Ciencia, 7(12):125–142.Azmi, N. A., Mohd-Yusof, K., Phang, F. A., and Syed Hassan, S. A. H. (2018). Motivating engineering students to engage in learning computer programming. In Auer, M. E. and Kim, K.-S., editors, Engineering Education for a Smart Society, pages 143–157, Cham. Springer International Publishing.Azmi, S., Ahmad, N., Iahad, N. A., and Yusof, A. F. (2017). Promoting students’ engagement in learning programming through gamification in peer-review discussion forum. In International Conference on Research and Innovation in Information Systems, ICRIIS, Department of Information Systems, Faculty of Computing, Universiti Teknologi Malaysia, Johor, Malaysia.Borges, R. P., Oliveira, P. R. F., Lima, R., and De Lima, R. W. (2018). A systematic review of literature on methodologies, practices, and tools for programming teaching. IEEE Latin America Transactions, 16(5):1468–1475.Brown, D. (2001). Pulling it Together: A Method for Developing Service-Learning and Community Partnerships Based in Critical Pedagogy. Corporation for National Service National Service Fellowship Program.Bryman, A. (2012). Social research methods. Oxford University Press Inc, fourth edi edition.Carreño, M., Sandoval, A., Alvarez, F., and Camacho, Y. (2018). Gamification technique for teaching programming. In 2018 IEEE Global Engineering Education Conference (EDUCON), pages 2009–2014.Codatien S.A. (2017). Funprog - Apps en Google Play.Combéfis, S., Beresnevičius, G., and Dagiene, V. (2016). Learning programming through games and contests: Overview, characterisation and discussion. In Olympiads in Informatics, volume 10, pages 39–60.Coolican, H. (1997). Métodos de investigación y estadística en psicología. El Manual Moderno S.A. de C.V.Cortizo Pérez, J. C., Carrero García, F., Monsalve Piqueras, B., and Velasco Collado, A. (2011). Gamificación y Docencia : Lo que la Universidad tiene que aprender de los Videojuegos. In VIII Jornadas Internacionales de Innovación Universitaria Retos y oportunidades del desarrollo de los nuevos títulos en educación superior Gamificación.Çubukçu, Ç., Goodman, L., Wang, B., and Mangina, E. (2017). Gamification for teaching Java. In ACM International Conference Proceeding Series, pages 120–130. Association for Computing Machinery.Darejeh, A. and Salim, S. (2016). Gamification Solutions to Enhance Software User Engagement—A Systematic Review. International Journal of Human-Computer Interaction, 32(8):613–642.De Pontes, R. G., Guerrero, D. D. S., De Figueiredo, J. C. A., and SIGCSE, A. C. M. (2019). Analyzing gamification impact on a mastery learning introductory programming course. In 50th ACM Technical Symposium on Computer Science Education, SIGCSE 2019, pages 400–406, UFCG, Campina Grande, Paraíba, Brazil. Association for Computing Machinery, Inc.Denden, M., Tlili, A., Essalmi, F., and Jemni, M. (2018). Does personality affect students’ perceived preferences for game elements in gamified learning environments? In N.-S., C., Chang, M., Huang, R., Kinshuk, K., Moudgalya, K., Murthy, S., and Sampson, D. G., editors, 18th IEEE International Conference on Advanced Learning Technologies, ICALT 2018, pages 111–115, Research Laboratory of Technologies of Information and Communication and Electrical Engineering, Tunis National Higher School of Engineering (ENSIT), Tunisia. Institute of Electrical and Electronics Engineers Inc.Deshmukh, S. and Raisinghani, V. (2018). ABC: Application based collaborative approach to improve student engagement for a programming course. Proceedings - IEEE 9th International Conference on Technology for Education, T4E 2018, pages 20–23.Desmoulins, F., Antoniazzi, N., and Barral, A. (2012). Coding Games and Programming Challenges to Code Better.Díaz, S., Díaz, J., and Ahumada, D. (2018). A Gamification Approach to Improve Motivation on an Initial Programming Course. In 2018 IEEE International Conference on Automation/XXIII Congress of the Chilean Association of Automatic Control (ICA-ACCA), pages 1–6. Diaz, S., Diaz, J., and Ahumada, D. (2019). A gamification approach to improve motivation on an initial programming course. In Munoz C. Lefranc G., F.-F. M. R. E. D.-F. C., editor, IEEE ICA-ACCA 2018 - IEEE International Conference on Automation/23rd Congress of the Chilean Association of Automatic Control: Towards an Industry 4.0 - Proceedings. Institute of Electrical and Electronics Engineers Inc.Dorn, N., Berges, M., Capovilla, D., and Hubwieser, P. (2018). Talking at Cross Purposes – Perceived Learning Barriers by Students and Teachers in Programming Education. Proceedings of the 13th Workshop in Primary and Secondary Computing Education.Draz, A., Abdennadher, S., and Abdelrahman, Y. (2016). Kodr: A customizable learning platform for computer science education. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 9891 LNCS:579–582.Escamilla, J., Fuerte, K., Venegas, E., Fernández, K., Elizondo, J., Román, R., and Quintero, E. (2016). Gamificación. Observatorio de Innovación Educativa, pages 1–36.Facey-Shaw, L., Specht, M., and Bartley-Bryan, J. (2019). Digital Badges for Motivating Introductory Programmers: Qualitative Findings from Focus Groups. In Proceedings - Frontiers in Education Conference, FIE, volume 2018-Octob. Institute of Electrical and Electronics Engineers Inc.Fernandes, E., Ferreira, L., Figueiredo, E., and Valente, M. (2011). How clear is your code? An empirical study with programming challenges. CIbSE 2017 - XX Ibero-American Conference on Software Engineering, pages 43–56.Fincher, S. and Robins, A. (2019). The Cambridge Handbook of Computing Education Research. Cambridge University Press.Fontes, S., García, C., Quintanilla, L., Rodríguez, R., Rubio, P., and Sarria, E. (2010). Fundamentos de Investigación en Psicología. Universidad Nacional de Educación a Distancia.Fotaris, P., Mastoras, T., Leinfellner, R., and Rosunally, Y. (2016). Climbing up the leaderboard: An empirical study of applying gamification techniques to a computer programming class. Electronic Journal of e-Learning, 14(2):94–110.Gonzalez-Escribano, A., Lara-Mongil, V., Rodriguez-Gutiez, E., and Torres, Y. (2019). Toward improving collaborative behaviour during competitive programming assignments. Proceedings of EduHPC 2019: Workshop on Education for High Performance Computing - Held in conjunction with SC 2019: The International Conference for High Performance Computing, Networking, Storage and Analysis, pages 68–74Gopalan, V., Abu, J., and Zulkifli, A. N. (2020). A review of motivation theories, models and instruments in learning environment. Journal of Critical Reviews, 7(6):554–559.Hadar, I. (2013). When intuition and logic clash: The case of the object-oriented paradigm. Science of Computer Programming, 78(9):1407–1426.Hartt, M., Hosseini, H., and Mostafapour, M. (2020). Game On: Exploring the Effectiveness of Gamebased Learning. Planning Practice and Research, 35(5):589–604.Hattie, J., Hodis, F., and Kang, S. (2020). Theories of motivation : Integration and ways forward. Contemporary Educational Psychology, 61(May).HiTech Rush Inc (2013). CodeGym© 2020 CodeGym Programmers Are Made, Not Born.Hoshang, S., Tamimi, H., Mohammad, H., and Al Swaidi, S. (2018). Factors influencing the adoption of education gamification within Abu Dhabi/UAE higher education institutions. In 10th International Conference on Education Technology and Computers, ICETC 2018, pages 145–151, Higher Colleges of Technology, CIS Department, Abu Dhabi, United Arab Emirates. Association for Computing Machinery.Hsu, T. C., Chang, S. C., and Hung, Y. T. (2018). How to learn and how to teach computational thinking: Suggestions based on a review of the literature. Computers and Education, 126(June):296–310.Ismail, M. E., Sa’Adan, N., Samsudin, M. A., Hamzah, N., Razali, N., and Mahazir, I. I. (2018). Implementation of the Gamification Concept Using KAHOOT! among TVET Students: An Observation. In Journal of Physics: Conference Series, volume 1140.Issa, L. and Jusoh, S. (2019). Usability evaluation on gamified e-learning platforms. ACM International Conference Proceeding Series.Järvelä, S. and Niemivirta, M. (2001). Motivation in context: Challenges and possibilities in studying the role of motivation in new pedagogical cultures. Motivation in Learning Contexts: Theoretical Advances and Methodological Implications, pages 105–127.Johnson, D., Deterding, S., Kuhn, K.-A., Staneva, A., Stoyanov, S., and Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6:89–106.Jordine, T. (2015). A Mobile Device Based Serious Gaming Approach for Teaching and Learning Java Programming. Proceedings - Frontiers in Education Conference, FIE, 9(1).Kaila, E., Laakso, M., Rajala, T., and Kurvinen, E. (2018a). A model for gamifying programming education: University-level programming course quantified. In 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings, pages 689–694.Kaila, E., Laakso, M., Rajala, T., Makelainen, A., and Lokkila, E. (2018b). Technology-enhanced programming courses for upper secondary school students. In 2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics, MIPRO 2018 - Proceedings, pages 683–688, University of Turku, Finland.Keeshin, J. and Galant, Z. (2012). CodeHS - Teach Coding and Computer Science at Your School | CodeHS.Khaleel, F. L., Wook, T., and Ashaari, N. S. (2018a). Quantifying user experience in using learning gamification website. Journal of Theoretical and Applied Information Technology, 96(23):7783 7793.Khaleel, F. L., Wook, T., and Ashaari, N. S. (2018b). Quantifying user experience in using learning gamification website. Journal of Theoretical and Applied Information Technology, 96(23):7783 7793.Krpan, D., Mladenović, S., and Rosić, M. (2015). Undergraduate Programming Courses, Students’ Perception and Success. Procedia - Social and Behavioral Sciences, 174:3868–3872.Kumar, B. and Sharma, K. (2018). A Gamified Approach to Achieve Excellence in Programming. In 2018 4th International Conference on Computing Sciences (ICCS), pages 107–114. Institute of Electrical and Electronics Engineers Inc.Kurniawan, O., Seng, N., Sockalingam, N., and Pey, K. (2019). Game-Based versus gamified learning platform in helping university students learn programming. ASCILITE 2019 - Conference Proceedings - 36th International Conference of Innovation, Practice and Research in the Use of Educational Technologies in Tertiary Education: Personalised Learning. Diverse Goals. One Heart., pages 159–168.Lindberg, R., Laine, T., and Haaranen, L. (2018). Gamifying programming education in K�����12 A review of programming curricula in seven countries and programming games.pdf.Lyabah, A., Klevtsov, O., Kulakov, D., and Godin, V. (2001). CheckiO - coding games and programming challenges for beginner and advanced.Martins, V. F., de Almeida Souza Concilio, I., and de Paiva Guimarães, M. (2018). Problem based learning associated to the development of games for programming teaching. Computer Applications in Engineering Education, 26(5):1577–1589.Mladenović, S., Krpan, D., and Mladenovic, M. (2016). Using games to help novices embrace programming: From elementary to higher education. International Journal of Engineering Education, 32(1):521–531.Montero Herrera, B. (2017). Aplicación de juegos didácticos como metodología de enseñanza: Una Revisión de la Literatura. Pensamiento matemático, 7:92.Mora, C., Plazas, F., Torres, A., and Camargo, G. (2016). El Juego como método de aprendizaje. Nodos y Nudos, 4(40):133.Moussa, W. E., Almalki, R. M., Alamoudi, M. A., and Allinjawi, A. (2016). Proposing a 3d interactive visualization tool for learning oop concepts. 2016 13th Learning and Technology Conference, L and T 2016, pages 26–32.Mozelius, P., Collin, J., and Olsson, M. (2015). Visualisation and gamification of e-Learning – Attitudes among course participants. In Proceedings of the International Conference on e-Learning, ICEL, volume 2015-Janua, pages 227–234, Department of Computer and Systems Sciences, Stockholm University, Sweden.Nocito Muñoz, G. (2013). Autorregulación del aprendizaje de alumnos de grado: estudio de caso. PhD thesis, Universidad Complutense de Madrid.Olsson, M. and Mozelius, P. (2016). On design of online learning environments for programming education. In Novotna J., J. A., editor, Proceedings of the European Conference on e-Learning, ECEL, volume 2016-Janua, pages 533–539. Academic Conferences Limited.Ortiz, M., Chiluiza, K., and Valcke, M. (2017). Gamification in computer programming: Effects on learning, engagement, self-efficacy and intrinsic motivation. The 11th European Conference on Game- Based Learning (ECGBL), pages 507–514.Pagano, R. (1998). Estadística para las ciencias del comportamiento. Universidad de Pittsburgh.Pambudi, S., Sukardiyono, T., and Surjono, H. D. (2018). The Development of Mobile Gamification Learning Application for Web Programming Learning. In Djatmiko, I. W., Asnawi, R., Herawan, T., Sudira, P., and Suprapto, editors, International Conference on Electrical, Electronic, Informatics and Vocational Education 2018, ICE-ELINVO 2018, volume 1140, Yogyakarta State University, Indonesia. Institute of Physics Publishing.Peixoto, M. and Silva, C. (2015). Requirements for gamified educational software: A systematic literature review. CIBSE 2015 - XVIII Ibero-American Conference on Software Engineering, pages 618–631.Pintrich, P., Smith, D., Duncan, T., and Mckeachie, W. (1991). A manual for the use of the motivated strategies for learning questionnaire (mslq). Ann Arbor. Michigan, 48109:1259.Piteira, M. and Costa, C. J. (2017). Gamification: Conceptual framework to online courses of learning computer programming. In 2017 12th Iberian Conference on Information Systems and Technologies (CISTI), pages 1–7.Piteira, M., Costa, C. J., and Aparicio, M. (2017). CANOE e Fluxo: Determinants in the adoption of online course programming . RISTI - Revista Iberica de Sistemas e Tecnologias de Informacao, 2017(25):34–53.Polo-Peña, A. I., Frías-Jamilena, D. M., and Fernández-Ruano, M. L. (2020). Influence of gamification on perceived self-efficacy: gender and age moderator effect. International Journal of Sports Marketing and Sponsorship, ahead-of-p(ahead-of-print).Popat, S. and Starkey, L. (2019). Learning to code or coding to learn? A systematic review. Computers and Education, 128(November 2017):365–376.Prieto Andreu, J. M. (2020). Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios. Teoría de la Educación. Revista Interuniversitaria, 32(1):73–99.Qian, Y., Hambrusch, S., Yadav, A., Gretter, S., and Li, Y. (2019). Teachers’ Perceptions of Student Misconceptions in Introductory Programming. Journal of Educational Computing Research.Qian, Y. and Lehman, J. (2017). Students’ Misconceptions and Other Difficulties in Introductory Programming. ACM Transactions on Computing Education, 18(1):1–24.Rajala, T., Laakso, M.-J., and Kaila, E. (2009). VILLE - the visual learning tool.Rajala, T., Laakso, M.-J., Kaila, E., and Salakoski, T. (2008). VILLE – A Language-Independent Program Visualization Tool. Seventh Baltic Sea Conference on Computing Education Research (Koli Calling 2007), 88(January 2016):151–159.Rajashekharaiah, K. M., Pawar, M., Patil, M. S., Kulenavar, N., and Joshi, G. H. (2017). Design thinking framework to enhance object oriented design and problem analysis skill in Java programming laboratory: An experience. Proceedings - 2016 IEEE 4th International Conference on MOOCs, Innovation and Technology in Education, MITE 2016, pages 200–205.Ramírez, J. (2017). La competencia .aprender a aprender.en un contexto educativo de ingeniería. PhD thesis, Universidad Politécnica de Catalunya.Ramirez-Echeverry, J. J., Garcia-Carrillo, A., and Dussan, F. A. O. (2016). Adaptation and validation of the motivated strategies for learning questionnaire-MSLQ-in engineering students in Colombia. International Journal of Engineering Education, 32(4):1774–1787.Rivera, S. and García, M. (2012). Aplicación de la estadística a la psicología. Universidad Nacional Autónoma de Mexico.Rojas, A. and Rincón, E. (2018). Gamification as Learning Scenario in Programming Course of Higher Education. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 10925 LNCS:200–210.Sarkar, S. P., Sarker, B., and Hossain, S. K. A. (2017). Cross platform interactive programming learning environment for kids with edutainment and gamification. In 19th International Conference on Computer and Information Technology, ICCIT 2016, pages 218–222. Institute of Electrical and Electronics Engineers Inc.Schunk, D. and DiBenedetto, M. (2020). Motivation and social cognitive theory. Contemporary Educational Psychology, 60(December 2019):101832.Shahdatunnaim, A., Noorminshah, A. I., and Norasnita, A. (2015). Gamification in online collaborative learning for programming courses: A literature review. ARPN Journal of Engineering and Applied Sciences, 10(23):18087–18094.Siegel, S. and Castellan, J. (1998). Estadística no paramétrica. Editorial Trillas, S.A. de C.V.Sims, Z. and Bubinski, R. (2011). Learn to Code - for Free | Codecademy.Skalka, J. and Drlík, M. (2018). Conceptual framework of microlearning-based training mobile application for improving programming skills. Advances in Intelligent Systems and Computing, 725:213–224.SoloLearn Inc (2017). SoloLearn: Learn to Code for Free!Sousa Borges, S., Durelli, V. H. S., Reis, H. M., and Isotani, S. (2014). A systematic mapping on gamification applied to education. Proceedings of the ACM Symposium on Applied Computing.Spolsky, J. and Atwood, J. (2008). Stack Overflow en español.Sprint, G. and Cook, D. (2015). Enhancing the CS1 student experience with gamification. In ISEC 2015 - 5th IEEE Integrated STEM Education Conference, pages 94–99. Institute of Electrical and Electronics Engineers Inc.Stigall, J., Sharma, S., Education, A. T., of Mathematics, T. I. F. D. M. P. I. S., and UBTech, S. P. (2017). Virtual reality instructional modules for introductory programming courses. In 7th IEEE Integrated STEM Education Conference, ISEC 2017, pages 34–42, Bowie State University, United States. Institute of Electrical and Electronics Engineers Inc.Surendeleg, G., Murwa, V., Yun, H. K., and Kim, Y. S. (2014). The role of gamification in education – a literature review. Contemporary Engineering Sciences, 7(29-32):1609–1616.Talingdan, J. A. and Llanda, C. R. (2019). Assessment of the effectiveness of learning theories using gamified android app in teaching C programming. In IOP Conference Series: Materials Science and Engineering, volume 482.Tejada, M., Aguirre, M., Yerovi, E., Ortega, L., Contreras, O., and Mantilla, G. (2018). Funprog: A gamification-based platform for higher education. Communications in Computer and Information Science, 883:255–268.Thongmak, M. (2017). Gamifying the first programming class: Outcomes and antecedents of continued engagement intention. In 2017 SIGED International Conference on Information Systems Education and Research, volume 2017-Decem. Association for Information Systems.Torres, C. M. and Torres, M. E. (2007). El juego como estrategia de aprendizaje en el aula. PhD thesis, Universidad de los Andes.Ubaidullah, N., Hamid, J., and Mohamed, Z. (2019). Integrating the arcs motivational elements into an on-line game-based learning application: Does the application enhance students’ motivation in learning programming? International Journal of Innovative Technology and Exploring Engineering, 8(11):1493–1501.Valcárcel, M. (2014). Presentación y Explicación de los contenidos: La Clase Magistral. Plan de formación inicial del profesorado, pages 1–20.Vasilescu, B., Filkov, V., and Serebrenik, A. (2013). StackOverflow and GitHub: Associations between software development and crowdsourced knowledge. Proceedings SocialCom/PASSAT/BigData/Econ- Com/BioMedCom 2013, pages 188–195.Vera, P. M., Rodríguez, R. A., and Moreno, E. (2018). Gamifying programming practice at university level . Campus Virtuales, 7(2):55–68.Walmsley, M. (2012). Code Avengers | Code Avengers.Wang, S., Lo, D., and Jiang, L. (2013). An empirical study on developer interactions in StackOverflow. Proceedings of the ACM Symposium on Applied Computing, 3(May 2014):1019–1024. Watson, D., Hancock, M., and Mandryk, R. L. (2013). Gamifying behaviour that leads to learning. In ACM International Conference Proceeding Series, pages 87–90, Stratford, ON. Association for Computing Machinery.Winter, N., Lott, M., Saines, G., and Erickson, S. (2012). CodeCombat - Juegos de Programación para aprender Python y JavaScript | CodeCombat.Yang, J., Lee, Y., and Chang, K. H. (2018). Evaluations of JaguarCode: A web-based object-oriented programming environment with static and dynamic visualization. Journal of Systems and Software, 145(May):Yang, J., Lee, Y., & Chang, K. H. (2018). Evaluati.Zatarain Cabada, R. (2018). Reconocimiento afectivo y gamificación aplicados al aprendizaje de Lógica algorítmica y programación. Revista Electrónica de Investigación Educativa, 20(3):115.Zatarain Cabada, R., Barrón Estrada, M. L., Ríos Félix, J. M., and Alor Hernández, G. (2018). A virtual environment for learning computer coding using gamification and emotion recognition. Interactive Learning Environments.Zhang, X., Crabtree, J. D., Terwilliger, M. G., and Redman, T. T. (2018). Assessing Students’ Object Oriented Programming Skills with Java: The “Department-Employee” Project. Journal of Computer Information Systems, 00(00):1–13.GeneralLICENSElicense.txtlicense.txttext/plain; charset=utf-83964https://repositorio.unal.edu.co/bitstream/unal/79756/1/license.txtcccfe52f796b7c63423298c2d3365fc6MD51ORIGINAL1049647158.2021.pdf1049647158.2021.pdfTesis de Maestría en Ingeniería - Ingeniería de Sistemas y Computaciónapplication/pdf2249544https://repositorio.unal.edu.co/bitstream/unal/79756/2/1049647158.2021.pdfd40c0fd21199bf573d6c1b71536e7a89MD52THUMBNAIL1049647158.2021.pdf.jpg1049647158.2021.pdf.jpgGenerated Thumbnailimage/jpeg4852https://repositorio.unal.edu.co/bitstream/unal/79756/3/1049647158.2021.pdf.jpg69e1f7ef692418f496b39a9fe56ae292MD53unal/79756oai:repositorio.unal.edu.co:unal/797562023-07-23 23:04:10.09Repositorio Institucional Universidad Nacional de Colombiarepositorio_nal@unal.edu.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