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dc.contributor.authorRodríguez González A.F
dc.contributor.authorGómez Álvarez M.C
dc.contributor.authorRamírez G.M
dc.contributor.authorManrique Losada B.
dc.date.accessioned2023-10-24T19:24:03Z
dc.date.available2023-10-24T19:24:03Z
dc.date.created2023
dc.identifier.isbn9783031363566
dc.identifier.issn18650929
dc.identifier.urihttp://hdl.handle.net/11407/7921
dc.description.abstractDigital transformation is one of the main problems facing Colombia, the lack of students interested in starting studies in university programs associated with Computer Science is one of the leading causes of this problem. Currently, worldwide and in Colombia, there is a deficit of professionals associated with these areas of science. Therefore, identifying the reasons for the low demand of students in these programs is important when the labor demand is so high. Based on this, a systematic mapping was carried out to identify the gamification strategies used to increase the levels of interest and motivation in programming in middle school students who are about to start their university program. The mapping was based on 652 initial papers, of which 19 were accepted as they met all the inclusion and quality criteria and had sufficient in-formation to answer the research questions. It was found that the most used technological strategies are associated with video games, robotics, and the practice-based learning technique. Most of the methodologies are complemented with gamification elements, demonstrating their usefulness in increasing student interest. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.eng
dc.language.isoeng
dc.publisherSpringer Science and Business Media Deutschland GmbH
dc.relation.isversionofhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85169015717&doi=10.1007%2f978-3-031-36357-3_7&partnerID=40&md5=04dcf1bd1f8a58b9038b2eb08fca0e2b
dc.sourceCommun. Comput. Info. Sci.
dc.sourceCommunications in Computer and Information Scienceeng
dc.subjectComputational thinkingeng
dc.subjectGamificationeng
dc.subjectMotivationeng
dc.subjectProgrammingeng
dc.subjectSchooleng
dc.titleGamified Strategies to Increase Motivation in Middle School Programming Learning: A Systematic Mappingeng
dc.typeConference Paper
dc.rights.accessrightsinfo:eu-repo/semantics/restrictedAccess
dc.publisher.programIngeniería de Sistemasspa
dc.type.spaDocumento de conferencia
dc.identifier.doi10.1007/978-3-031-36357-3_7
dc.relation.citationvolume1775 CCIS
dc.relation.citationstartpage87
dc.relation.citationendpage101
dc.publisher.facultyFacultad de Ingenieríasspa
dc.affiliationRodríguez González, A.F., Universidad de Medellín, Cra 87 N 30-65, Antioquia, Medellín, Colombia
dc.affiliationGómez Álvarez, M.C., Universidad de Medellín, Cra 87 N 30-65, Antioquia, Medellín, Colombia
dc.affiliationRamírez, G.M., Universidad de Medellín, Cra 87 N 30-65, Antioquia, Medellín, Colombia
dc.affiliationManrique Losada, B., Universidad de Medellín, Cra 87 N 30-65, Antioquia, Medellín, Colombia
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dc.type.versioninfo:eu-repo/semantics/publishedVersion
dc.identifier.reponamereponame:Repositorio Institucional Universidad de Medellín
dc.identifier.repourlrepourl:https://repository.udem.edu.co/
dc.identifier.instnameinstname:Universidad de Medellín
dc.contributor.event16th Colombian Congress of Computing, CCC 2022


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