Abstract
Gamification is an approach that uses game design elements in nongame contexts. The gamification approach has been successfully applied to a variety of different contexts such as tourism, architecture, and education. In Colombia and Ecuador, there are several works that have generated great contributions to the gamification domain. However, in South America, and specifically in Ecuador, there are few higher education applications based on the gamification approach. In this sense, this work presents Funprog, a gamification-based platform for higher education that aims to generate an emotional and social impact on students. Funprog defines a set of game levels where students face new challenges that allow them to obtain more knowledge and improve their skills. Funprog was used by first-year students from the Agrarian University of Ecuador. Specifically, this application was focused on the teaching of the Programming Fundamentals subject. Finally, a set of surveys were conducted to know the level of acceptance of Funprog among students and teachers. The surveys’ results denote a clear acceptance of this application.
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Tejada-Castro, M., Aguirre-Munizaga, M., Yerovi-Ricaurte, E., Ortega-Ponce, L., Contreras-Gorotiza, O., Mantilla-Saltos, G. (2018). Funprog: A Gamification-Based Platform for Higher Education. In: Valencia-García, R., Alcaraz-Mármol, G., Del Cioppo-Morstadt, J., Vera-Lucio, N., Bucaram-Leverone, M. (eds) Technologies and Innovation. CITI 2018. Communications in Computer and Information Science, vol 883. Springer, Cham. https://doi.org/10.1007/978-3-030-00940-3_19
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