Gamification Based E Learning Strategies For Computer Programming Education

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Gamification-Based E-Learning Strategies for Computer Programming Education

Author: Alexandre Peixoto de Queirós, Ricardo
language: en
Publisher: IGI Global
Release Date: 2016-08-23
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.
Next-Generation Applications and Implementations of Gamification Systems

Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.
Predictive Intelligence Using Big Data and the Internet of Things

With the recent growth of big data and the internet of things (IoT), individuals can now upload, retrieve, store, and collect massive amounts of information to help drive decisions and optimize processes. Due to this, a new age of predictive computing is taking place, and data can now be harnessed to predict unknown occurrences or probabilities based on data collected in real time. Predictive Intelligence Using Big Data and the Internet of Things highlights state-of-the-art research on predictive intelligence using big data, the IoT, and related areas to ensure quality assurance and compatible IoT systems. Featuring coverage on predictive application scenarios to discuss these breakthroughs in real-world settings and various methods, frameworks, algorithms, and security concerns for predictive intelligence, this book is ideally designed for academicians, researchers, advanced-level students, and technology developers.