메뉴 건너뛰기




Volumn 1954, Issue , 2017, Pages 15-24

A model-based approach to gamify the learning of modeling

Author keywords

[No Author keywords available]

Indexed keywords

DATA MINING; EDUCATION; EDUCATION COMPUTING;

EID: 85033468864     PISSN: 16130073     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (26)

References (28)
  • 1
    • 25144468787 scopus 로고    scopus 로고
    • Conceptual schema-centric development: A grand challenge for information systems research
    • Olivé, A.: Conceptual schema-centric development: a grand challenge for information systems research. In: CAISE. (2005) 1–15
    • (2005) CAISE , pp. 1-15
    • Olivé, A.1
  • 2
    • 1842564315 scopus 로고
    • A survey on usage of SQL
    • Lu, H., Chan, H.C., Wei, K.K.: A survey on usage of sql. SIGMOD Rec. 22(4) (1993) 60–65
    • (1993) SIGMOD Rec. , vol.22 , Issue.4 , pp. 60-65
    • Lu, H.1    Chan, H.C.2    Wei, K.K.3
  • 3
    • 33745650527 scopus 로고    scopus 로고
    • Identifying difficulties in learning uml
    • Siau, K., Loo, P.P.: Identifying difficulties in learning uml. ISM 23(3) (2006) 43–51
    • (2006) ISM , vol.23 , Issue.3 , pp. 43-51
    • Siau, K.1    Loo, P.P.2
  • 4
    • 34547457122 scopus 로고    scopus 로고
    • Theoretical and practical complexity of modeling methods
    • Erickson, J., Siau, K.: Theoretical and practical complexity of modeling methods. Commun. ACM 50(8) (2007) 46–51
    • (2007) Commun. ACM , vol.50 , Issue.8 , pp. 46-51
    • Erickson, J.1    Siau, K.2
  • 6
    • 84938082996 scopus 로고    scopus 로고
    • Gamification in education: A systematic mapping study
    • Dicheva, D., Dichev, C., Agre, G., Angelova, G.: Gamification in education: A systematic mapping study. Educ. Technol. Soc. 18(3) (2015) 75–88
    • (2015) Educ. Technol. Soc. , vol.18 , Issue.3 , pp. 75-88
    • Dicheva, D.1    Dichev, C.2    Agre, G.3    Angelova, G.4
  • 7
    • 79957930613 scopus 로고    scopus 로고
    • Gamification. Using game-design elements in non-gaming contexts
    • Deterding, S., Sicart, M., Nacke, L., O’Hara, K., Dixon, D.: Gamification. using game-design elements in non-gaming contexts. In: CHI. (2011) 2425–2428
    • (2011) CHI , pp. 2425-2428
    • Deterding, S.1    Sicart, M.2    Nacke, L.3    O’Hara, K.4    Dixon, D.5
  • 8
    • 84922548745 scopus 로고    scopus 로고
    • Gamification in software engineering–a systematic mapping
    • Pedreira, O., García, F., Brisaboa, N., Piattini, M.: Gamification in software engineering–a systematic mapping. IST 57 (2015) 157–168
    • (2015) IST , vol.57 , pp. 157-168
    • Pedreira, O.1    García, F.2    Brisaboa, N.3    Piattini, M.4
  • 9
    • 85033499944 scopus 로고    scopus 로고
    • The role(s) of gamification in knowledge management
    • Shpakova, A., Dörfler, V., MacBryde, J.: The role(s) of gamification in knowledge management. In: EURAM. (2016) 1–40
    • (2016) EURAM , pp. 1-40
    • Shpakova, A.1    Dörfler, V.2    MacBryde, J.3
  • 10
    • 84954557640 scopus 로고    scopus 로고
    • A literature review of gamification design frameworks
    • Mora, A., Riera, D., Gonzalez, C., Arnedo-Moreno, J.: A literature review of gamification design frameworks. In: VS-Games. (2015) 1–8
    • (2015) Vs-games , pp. 1-8
    • Mora, A.1    Riera, D.2    Gonzalez, C.3    Arnedo-Moreno, J.4
  • 11
    • 84880738442 scopus 로고    scopus 로고
    • Gamification: When it works, when it doesnt
    • Webb, E.N.: Gamification: when it works, when it doesnt. In: DUXU. (2013) 608–614
    • (2013) DUXU , pp. 608-614
    • Webb, E.N.1
  • 12
    • 84902291971 scopus 로고    scopus 로고
    • Does gamification work?–a literature review of empirical studies on gamification
    • Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work?–a literature review of empirical studies on gamification. In: HICSS. (2014) 3025–3034
    • (2014) HICSS , pp. 3025-3034
    • Hamari, J.1    Koivisto, J.2    Sarsa, H.3
  • 13
    • 84926508818 scopus 로고    scopus 로고
    • How to avoid the dark side of gamification: Ten business scenarios and their unintended consequences
    • Callan, R.C., Bauer, K.N., Landers, R.N.: How to avoid the dark side of gamification: Ten business scenarios and their unintended consequences. In: Gamification in education and business. (2015) 553–568
    • (2015) Gamification in Education and Business , pp. 553-568
    • Callan, R.C.1    Bauer, K.N.2    Landers, R.N.3
  • 15
    • 84946691411 scopus 로고    scopus 로고
    • Tools for gamification analytics: A survey
    • Heilbrunn, B., Herzig, P., Schill, A.: Tools for gamification analytics: A survey. In: UCC. (2014) 603–608
    • (2014) UCC , pp. 603-608
    • Heilbrunn, B.1    Herzig, P.2    Schill, A.3
  • 16
    • 85007252560 scopus 로고    scopus 로고
    • Acceptance requirements and their gamification solutions
    • Piras, L., Giorgini, P., Mylopoulos, J.: Acceptance requirements and their gamification solutions. In: RE. (2016) 365–370
    • (2016) RE , pp. 365-370
    • Piras, L.1    Giorgini, P.2    Mylopoulos, J.3
  • 17
    • 85024478147 scopus 로고    scopus 로고
    • Gamification solutions for software acceptance: A comparative study of requirements engineering and organizational behavior techniques
    • Piras, L., Paja, E., Giorgini, P., Mylopoulos, J., Cuel, R., Ponte, D.: Gamification solutions for software acceptance: A comparative study of requirements engineering and organizational behavior techniques. In: RCIS. (2017) 255–265
    • (2017) RCIS , pp. 255-265
    • Piras, L.1    Paja, E.2    Giorgini, P.3    Mylopoulos, J.4    Cuel, R.5    Ponte, D.6
  • 18
    • 84976627055 scopus 로고    scopus 로고
    • Architecting an extensible framework for gamifying software engineering concepts
    • Sripada, S.K., Reddy, Y.R., Khandelwal, S.: Architecting an extensible framework for gamifying software engineering concepts. In: ISEC. (2016) 119–130
    • (2016) ISEC , pp. 119-130
    • Sripada, S.K.1    Reddy, Y.R.2    Khandelwal, S.3
  • 19
    • 84901660725 scopus 로고    scopus 로고
    • Gaml-a modeling language for gamification
    • Herzig, P., Jugel, K., Momm, C., Ameling, M., Schill, A.: Gaml-a modeling language for gamification. In: UCC. (2013) 494–499
    • (2013) UCC , pp. 494-499
    • Herzig, P.1    Jugel, K.2    Momm, C.3    Ameling, M.4    Schill, A.5
  • 20
    • 84870654074 scopus 로고    scopus 로고
    • A generic platform for enterprise gamification
    • Herzig, P., Ameling, M., Schill, A.: A generic platform for enterprise gamification. In: WICSA. (2012) 219–223
    • (2012) WICSA , pp. 219-223
    • Herzig, P.1    Ameling, M.2    Schill, A.3
  • 21
    • 33646838026 scopus 로고    scopus 로고
    • Sqlator: An online SQL learning workbench
    • Sadiq, S., Orlowska, M., Sadiq, W., Lin, J.: Sqlator: an online sql learning workbench. In: SIGCSE Bull. Volume 36. (2004) 223–227
    • (2004) SIGCSE Bull , vol.36 , pp. 223-227
    • Sadiq, S.1    Orlowska, M.2    Sadiq, W.3    Lin, J.4
  • 22
    • 81255153399 scopus 로고    scopus 로고
    • Improving the student learning experience for SQL using automatic marking
    • Russell, G., Cumming, A.: Improving the student learning experience for sql using automatic marking. In: CELDA. (2004) 281–288
    • (2004) CELDA , pp. 281-288
    • Russell, G.1    Cumming, A.2
  • 23
    • 84864256804 scopus 로고    scopus 로고
    • Technology-enhanced support for learning conceptual modeling
    • Sedrakyan, G., Snoeck, M.: Technology-enhanced support for learning conceptual modeling. In: EIS. (2012) 435–449
    • (2012) EIS , pp. 435-449
    • Sedrakyan, G.1    Snoeck, M.2
  • 24
    • 84892169476 scopus 로고    scopus 로고
    • Diagram, a learning environment for initiation to object-oriented modeling with uml class diagrams
    • Py, D., Auxepaules, L., Alonso, M.: Diagram, a learning environment for initiation to object-oriented modeling with uml class diagrams. JILR 24(4) (2013) 425–446
    • (2013) JILR , vol.24 , Issue.4 , pp. 425-446
    • Py, D.1    Auxepaules, L.2    Alonso, M.3
  • 25
    • 84927130009 scopus 로고    scopus 로고
    • An application of adaptive games-based learning based on learning style to teach SQL
    • Soflano, M., Connolly, T.M., Hainey, T.: An application of adaptive games-based learning based on learning style to teach sql. Comput. Educ. 86 (2015) 192–211
    • (2015) Comput. Educ. , vol.86 , pp. 192-211
    • Soflano, M.1    Connolly, T.M.2    Hainey, T.3
  • 26
    • 84867621679 scopus 로고    scopus 로고
    • Modding in serious games: Teaching structured query language (SQL) using neverwinter nights
    • Soflano, M.: Modding in serious games: Teaching structured query language (sql) using neverwinter nights. In: Serious Games and edutainment applications. (2011) 347–368
    • (2011) Serious Games and Edutainment Applications , pp. 347-368
    • Soflano, M.1
  • 27
    • 10444223272 scopus 로고    scopus 로고
    • A virtual learning environment for entity relationship modelling
    • Hall, L., Gordon, A.: A virtual learning environment for entity relationship modelling. In: SIGCSE Bull. Volume 30. (1998) 345–349
    • (1998) SIGCSE Bull , vol.30 , pp. 345-349
    • Hall, L.1    Gordon, A.2
  • 28
    • 79953890636 scopus 로고    scopus 로고
    • A coached collaborative learning environment for entity-relationship modeling
    • de los Angeles Constantino-Gonzaléz, M., Suthers, D.D.: A coached collaborative learning environment for entity-relationship modeling. In: ITS. (2000) 324–333
    • (2000) ITS , pp. 324-333
    • De los Angeles Constantino-Gonzaléz, M.1    Suthers, D.D.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.