Experiência no Uso de Ferramentas Online Gamificadas na Introdução à Programação de Computadores

Walter Nagai, Claudia Izeki, Rodrigo Dias


Most students entering higher education has not notion of what the programming is and have a very difficult by the lack of necessary skills, such as problem-solving ability. As the gamification is a teaching strategy that has been widely used to provide engagement of students, the purpose of this article is to present the experience in using gamificated online tools in the discipline of Introduction to Programming, both to motivate students and to assess reading computer codes and strengthen the basics of the language, which are the basis for programming. Additionally, general and gamification characteristics of these tools is presented.

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DOI: http://dx.doi.org/10.5753/cbie.wie.2016.301