Proceedings of the XXXIV Brazilian Symposium on Software Engineering 2020
DOI: 10.1145/3422392.3422497
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Gamification in Remote Teaching of SE Courses

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Cited by 18 publications
(16 citation statements)
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“…In many cases, this has been associated with a poor planning of the gamified environment, together with the ad hoc use of gaming elements mechanics with unclear guidelines for students. Thus, some of the studies included in the review (D'Angelo, 2020;Lelli et al, 2020;Liénardy and Donnet, 2020) showed little or no participation by students. According to the authors, such apathy would be associated with a decreased intrinsic motivation related to the pandemic situation.…”
Section: Discussionmentioning
confidence: 99%
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“…In many cases, this has been associated with a poor planning of the gamified environment, together with the ad hoc use of gaming elements mechanics with unclear guidelines for students. Thus, some of the studies included in the review (D'Angelo, 2020;Lelli et al, 2020;Liénardy and Donnet, 2020) showed little or no participation by students. According to the authors, such apathy would be associated with a decreased intrinsic motivation related to the pandemic situation.…”
Section: Discussionmentioning
confidence: 99%
“…Thus, intrinsic and extrinsic motivation would correlate and show common properties as stated by the Self-Determination Theory (Ryan and Deci, 2002). However, some studies (D'Angelo, 2020; Lelli et al, 2020;Liénardy and Donnet, 2020) reported low motivation, engagement, and/or bad performance. In order to increase the interest and motivation of students, they should receive continuous support from the teaching staff, and the aim of the activity should be clear for all them.…”
Section: Discussionmentioning
confidence: 99%
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“…Os autores finalizam afirmando que possibilitar aos alunos experiências práticas bem definidas na construção de um sistema de software por meio de atividades de design, implementação, teste e gerenciamento pode ser um excelente meio para a prática no ensino remoto. Lelli et al (2020) apresentam uma metodologia baseada no ERE por conta da pandemia do COVID-19. Baseada na gamificação, a metodologia empregada pelos autores foi aplicada em duas disciplinas do curso de Ciência da Computação: ES e Fundamentos de Programação.…”
Section: Trabalhos Relacionadosunclassified