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Título: GAMIFICATION PROPOSAL FOR A PROGRAMMING COURSE
Autor(es): RODRIGO RICHA MEDEIROS
Colaborador(es): PATRICIA ITALA FERREIRA - Orientador
Catalogação: 20/AGO/2021 Língua(s): PORTUGUESE - BRAZIL
Tipo: TEXT Subtipo: SENIOR PROJECT
Notas: [pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
[en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio.
Referência(s): [pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=54319@1
[en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=54319@2
DOI: https://doi.org/10.17771/PUCRio.acad.54319
Resumo:
Gamification is a powerful tool to motivate and engage students when applied to education. Using concepts from Behaviorism, it is possible to employ game elements as rewards within the context of a course to reinforce desired behaviors so that students achieve high performance. Gamification is particularly effective in teaching programming, characterized by the lack of motivation of its beginning students when faced with the requirement of learning abstract thoughts and solving highly complex problems. This article aims to propose a gamification of the programming course of the company TOTI in order to increase the motivation and engagement of its students.
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