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Please use this identifier to cite or link to this item: https://repository.esi-sba.dz/jspui/handle/123456789/296
Title: Syst`eme gamifi´e d’apprentissage de programmation pour enfants
Authors: LOURAGHI, AIcha
HABIB, LEila
Keywords: Gamification
E-Learning
Coding
Game Mechanics
Motivation
Engagement
Games
Serious Games
Game Based Learning
Issue Date: 2021
Abstract: Gamification is a rather marked trend and a hot topic in recent years. It is the use of mechanisms that game designers have applied in the creation of video games for non-game applications, as a potential way to make real-world activities more engaging. The influence of games on the Gamification is a rather marked trend and a hot topic in recent years. It is the use of mechanisms that game designers have applied in the creation of video games for non-game applications, as a potential way to make real-world activities more engaging. The influence of games on the cognitive, emotional, and social domains of players increases motivation and engagement of learners. In a gamified environment, individuals show a willingness to engage in repetitive tasks, experience failure, and make repeated attempts despite the risk .The promotion of gamification has undoubtedly changed traditional academic environments and teaching styles by significantly altering the roles of the teacher and student . In this thesis, we provide results and identify what are the concepts and design elements of gamification, as well as when, where and how to use them, gamification in education with the different effects on student learning outcomes, engagement and psychological behavioral changes, impact and dark side with solutions, as well as the application of gamification in several fields, including business, health,...*** La gamification est une tendance assez marqu´ee et un sujet d’actualit´e ces derni`eres ann´ees . C’est L’utilisation des m´ecanismes que les concepteurs de jeux ont appliqu´es dans la cr´eation de jeux vid´eo pour des applications non ludiques, comme un moyen potentiel de rendre les activit´es du monde r´eel plus attrayantes. l’influence des jeux sur les domaines cognitifs, ´emotionnels et sociaux des joueurs augmente la motivation et l’engagement des apprenants .Dans un environnement gamifi´e, les individus montrent une volont´e de s’engager dans des tˆaches r´ep´etitives, d’exp´erimenter l’´echec et de faire des tentatives r´ep´et´ees malgr´e le risque .La promotion de la gamification a sans aucun doute chang´e les environnements acad´emiques et les styles d’enseignement traditionnels en modifiant de mani`ere significative les rˆoles de l’enseignant et de l’´etudiant . Dans le cadre de ce m´emoire, on fournit des r´esultats et identifie quels sont les concepts et les ´el´ements de conception de la gamification, ainsi que quand, o`u et comment les utiliser, la gamification dans l’´educ-ation avec les diff´erents effets sur les r´esultats d’apprentissage des ´etudiants, l’engagement et les changements de comportement psychologique, l’impact et le cˆot´e sombre avec les solutions, ainsi que l’application de la gamification dans plusieurs domaines, y compris les affaires, la santé,...
Description: Professeur MALKI Mimoun Encadreur
URI: https://repository.esi-sba.dz/jspui/handle/123456789/296
Appears in Collections:Ingénieur

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