2012 Frontiers in Education Conference Proceedings 2012
DOI: 10.1109/fie.2012.6462408
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Work in progress: Analysis of the relationship between teaching contents and motivation in programming education

Abstract: In this research the motivational levels of the students in a social welfare department while learning computer programming were analyzed relative to the contents that were taught in each lesson. The introductory programming course was game-based, and Java language was used with Eclipse as the Integrated Development Environment (IDE). The lessons were designed in such a way that as the students finished more and more assignments they were nearing completion of the Tetris game. The motivation levels were measur… Show more

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Cited by 7 publications
(3 citation statements)
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“…Gamification can facilitate motivation which brings about the engagement of users, resulting in higher overall performance and alternate of behavior [3]. Consequently, [4][5][6][7] elucidated that an strategy which can effortlessly amplify the engagements and applied in an exciting manner (such as games like elements) ought to be adopted in gaining knowledge of difficult subjects. Gamification refers to the use of recreation factors in a non-game context to expand engagement between human beings and computer systems and to clear up troubles correctly [8][9][10][11][12][13][14].…”
Section: Introductionmentioning
confidence: 99%
“…Gamification can facilitate motivation which brings about the engagement of users, resulting in higher overall performance and alternate of behavior [3]. Consequently, [4][5][6][7] elucidated that an strategy which can effortlessly amplify the engagements and applied in an exciting manner (such as games like elements) ought to be adopted in gaining knowledge of difficult subjects. Gamification refers to the use of recreation factors in a non-game context to expand engagement between human beings and computer systems and to clear up troubles correctly [8][9][10][11][12][13][14].…”
Section: Introductionmentioning
confidence: 99%
“…Students' strategic self-regulation has been identified as playing a critical role in their success in STEM learning [3,4], but how students' use of strategy, metacognitive selfregulation, and engagement impact different types of learning outcomes is not fully understood. Also, despite considerable past research, including recent work reported in prior Frontiers in Education conference proceedings [5,6,7], theory and research have not completely described the dynamics of student motivation for pursuing productive strategic self-regulation and engagement. Our goal in this study was to investigate how motivation and strategic self-regulation, together with creative competency, were associated with course achievement and long-term learning of computational thinking knowledge and skills in introductory computer science (CS1) courses.…”
Section: Introductionmentioning
confidence: 99%
“…In the past, the authors had been analyzing motivation of the learners in programming education using the ARCS assessment metric [3][4][5][6][7]. In this metric, motivation is assessed using four factors, namely, Attention, Relevance, Confidence, and Satisfaction separately.…”
Section: Introductionmentioning
confidence: 99%