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Gamification-Based E-Learning Strategies for Computer Programming Education

Book Description

Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Editorial Advisory Board
  6. Preface
    1. THE CHALLENGES
    2. DESCRIPTION AND ORGANIZATION OF THE BOOK
    3. CONCLUSION
    4. REFERENCES
  7. Acknowledgment
  8. Section 1: Game Design Principles
    1. Chapter 1: A Survey on Game Backend Services
      1. ABSTRACT
      2. INTRODUCTION
      3. GAME CONCEPTS
      4. GAME BACKEND SERVICES
      5. SURVEY
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Learning Engineering Skills through Creativity and Collaboration
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. COMPUTER GAMES IN A COMPUTER SCIENCE CLASS
      5. CASE STUDY: AN ADVANCE COURSE IN COMPUTER SCIENCE DEGREE
      6. PROPOSED METHODOLOGY GAME-BASED IN LABS
      7. RESULTS
      8. CONCLUSION AND FUTURE RESEARCH DIRECTIONS
      9. REFERENCES
    3. Chapter 3: Mastering Educational Computer Games, Educational Video Games, and Serious Games in the Digital Age
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FACETS OF EDUCATIONAL COMPUTER GAMES, EDUCATIONAL VIDEO GAMES, AND SERIOUS GAMES
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    4. Chapter 4: Principles of a Casual Serious Game to Support Introductory Programming Learning in Higher Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. NOBUG’S SNACK BAR: A CASUAL GAME TO SUPPORT INTRODUCTORY PROGRAMMING LEARNING
      5. DATA AND METHODS
      6. DESIGN PRINCIPLES FOR CASUAL SERIOUS GAMES TO LEARN INTRODUCTORY PROGRAMMING
      7. CONCLUSION AND FUTURE WORK
      8. ACKNOWLEDGMENT
      9. REFERENCES
    5. Chapter 5: The Introductory Programming Course
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. THE INTRODUCTORY PROGRAMMING COURSE
      5. COURSE EVALUATION
      6. FUTURE RESEARCH
      7. CONCLUSION
      8. ACKNOWLEDGMENT
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
  9. Section 2: Gamification Strategies in Computer Programming Learning
    1. Chapter 6: Applying Gamification in a Parallel Programming Course
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GAMIFYING A PARALLEL PROGRAMMING COURSE
      5. HARDWARE AND SOFTWARE ENVIRONMENT
      6. DESCRIPTION OF THE DEVELOPED SOFTWARE
      7. EXPERIMENTAL VALIDATION
      8. FUTURE RESEARCH DIRECTIONS
      9. CONCLUSION
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
    2. Chapter 7: Game-Based Approaches, Gamification, and Programming Language Training
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCLUSION
      5. REFERENCES
    3. Chapter 8: Pedagogical Mini-Games Integrated into Hybrid Course to Improve Understanding of Computer Programming
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MINI-GAMES
      5. FRAMEWORK OF MINI-GAMES (MGS)
      6. THE FIRST GAME CREATED: FA-mG
      7. THE SECOND INNOVATIVE AL-mG
      8. BEST PROSPECT FOR IMPROVING MGS
      9. CONCLUSION
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
    4. Chapter 9: Using 3D Virtual Worlds Integrated to Remote Experimentation in Sciences Teaching
      1. ABSTRACT
      2. INTRODUCTION
      3. RESULTS
      4. DISCUSSION
      5. CONCLUSION
      6. REFERENCES
      7. ENDNOTE
    5. Chapter 10: Using Game Frameworks to Teach Computer Programming
      1. ABSTRACT
      2. INTRODUCTION
      3. GAME FRAMEWORKS AND GAME ENGINES
      4. THE GAME MAIN LOOP
      5. THE FIRST EXERCISES
      6. CLASSES AND HIERARCHY
      7. GRID ORIENTED GAMES
      8. FUTURE DIRECTIONS
      9. REFERENCES
  10. Section 3: Frameworks and Tools
    1. Chapter 11: Moodle Game-Based Tool Trivioodle to Support the Learning of Programming Languages and Paradigms
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. TEACHING PROGRAMMING LANGUAGES AND PARADIGMS
      5. SERIOUS GAMES
      6. MOODLE
      7. TRIVIOODLE
      8. RESULTS
      9. FUTURE RESEARCH DIRECTIONS
      10. CONCLUSION
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
    2. Chapter 12: Playing with Programming
      1. ABSTRACT
      2. INTRODUCTION
      3. CODE FACTORY INTERACTIVE ENVIRONMENTS
      4. USE EXAMPLE
      5. PEDAGOGICAL CONSIDERATIONS
      6. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    3. Chapter 13: Scripting Environments of Gamified Learning Management Systems for Programming Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. REQUIREMENTS FOR SCRIPTING ENVIRONMENTS
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
      10. APPENDIX
    4. Chapter 14: Design and Implementation of an IDE for Learning Programming Languages Using a Gamification Service
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. IMPLEMENTATION
      5. CONCLUSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
      9. ENDNOTES
  11. Compilation of References
  12. About the Contributors