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Code Avengers login dialog box.

Code Avengers login dialog box.

Source publication
Conference Paper
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Gamification is fast growing in popularity and is being employed to improve user experience in many different contexts. There are limited studies investigating the effects of individual game mechanics on learning. The experiment conducted during this research project involved the implementation and evaluation of a countdown timer within the Code Av...

Context in source publication

Context 1
... was collected before implementation so that the exact time taken for each of the 200 tasks in the level 1 JavaScript course could be calculated. When a user logged on to the website for the first time during the experimental period, the usual login dialog box (see Figure 1) included a notification to users informing them about the experiment. They were told that this experimental feature would be trialled for one week in an effort to make the site more engaging, that anonymous usage data would be collected by Code Avengers, and that the collected data would be used in this research report. ...

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Citations

... Platforms Elaborated or Used 15 [34], [28] CodeCombat 16 [75] Grasshopper 17 [35], [42] Kahoot! 18 [36] Hackerrank 19 [37] Learn Programming Project 20 [38] SuperDevBros 21 [39] DFD-C 22 [59] RoboTIC 23 [27], [20] Feeper 24 [60] EasyLogic 25 [61], [56] NoBug's SnackBar 26 [62], [55] Scratch 27 [29] Priscilla 28 [63] Lightbot: Code Hour 29 [51] CodinGame 30 [64] Alcody 31 [65] Blockly Games 32 [73] BlackBoard 33 [32] APFication 34 [74] Asura 35 [19] KodeKurawai 36 [69] LeaderBoard 37 [70] UniCraft 38 [71], [66] SEP-CyLE 39 [21] C-Rocks 40 [22] Diseño de prototipo de gamificación 41 [23], [81] CodeAvengers 42 [24] CENGO 43 [58] CP m-Game 44 [25] Khan Academy 45 [13] LearnJS 46 [14] Jutge.org ...
Article
Full-text available
Gamification is the most active methodology utilized in the E-learning environment for teaching-learning in computing; however, this does not restrict its use in other areas of knowledge. Gamification combines elements of play and its design techniques in a non-ludic context, achieving a motivation factor for the students. This systematic study aimed to collect and synthesize scientific evidence from the gamification field for learning programming through the E-learning environment. In order to do this, a systematic literature review was done, following the guidelines proposed by Petersen, which propose the definition of questions, search strategies, inclusion/exclusion criteria, and characterization. As a result of this process, eighty-one works were completely reviewed, analyzed, and categorized. The results revealed favorable learning among the students, the most used platforms and gamification elements, the most used languages and focuses of programming, and the education level, where gamification is most used to learn to program in an E-learning environment. These findings evidenced that gamification is a good active strategy for introducing beginning students to programming through an E-learning environment. Within this context, Learning programming through the use of gamification is a topic that is growing and taking force, and after what occurred during the pandemic, it is projected that there will continue to be more students who are focused on understanding its implementation and the impact it has on the different levels of education and the areas of knowledge.