2022
DOI: 10.3390/fi14120374
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Gamification with Scratch or App Inventor in Higher Education: A Systematic Review

Abstract: Programming skills should be taught and developed; Scratch and App Inventor are two tools that can contribute significantly to developing this competence in university students. This study aims to investigate the use and effect of the programming language Scratch and App Inventor on the development of skills and competencies for learning (autonomy, attention, motivation, critical thinking, creative thinking, computational thinking, communication, problem solving and social interaction) in higher education. To … Show more

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Cited by 10 publications
(4 citation statements)
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References 28 publications
(73 reference statements)
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“…Increasingly, gamification is gaining strength as an active methodology. Children like to play and be entertained; therefore, creating their own gamified apps [10][11][12] and carrying out playful, educational activities to learn in a fun way would be an interesting and innovative proposal. There is still a false belief that play has more to do with leisure than learning.…”
Section: Introductionmentioning
confidence: 99%
“…Increasingly, gamification is gaining strength as an active methodology. Children like to play and be entertained; therefore, creating their own gamified apps [10][11][12] and carrying out playful, educational activities to learn in a fun way would be an interesting and innovative proposal. There is still a false belief that play has more to do with leisure than learning.…”
Section: Introductionmentioning
confidence: 99%
“…La gamificación en la educación implica la adaptación de los principios y características de los juegos y videojuegos al contexto educativo (Hallifax et al, 2019;Pérez-Jorge & Martínez-Murciano, 2022). Su propósito fundamental es inducir cambios en comportamientos, logrando la construcción de vivencias pedagógicas que resulten cautivadoras y estimulantes para incrementar la motivación, participación y comprensión de los estudiantes respecto a los contenidos de estudio (Arufe-Giráldez et al, 2022).…”
Section: Introductionunclassified
“…Thus, the approach used for this course is based on a story-driven experience with a light approach to PBL. Gamification in STEM higher education is studied to investigate the effectiveness, engagement level, and major tools [9,10].…”
Section: Introductionmentioning
confidence: 99%