Proceedings of the 2023 4th International Conference on Education, Knowledge and Information Management (ICEKIM 2023)

Analysis and Research on Gamification Teaching Strategy Used in C Language Programming Course

Authors
Yuan Cui1, Li Tao1, Dujiya Bao1, *, Ri Hai1
1Department of Information Engineering, Ordos Institute of Technology, Ordos, China
*Corresponding author. Email: baodujiaya1983@163.com
Corresponding Author
Dujiya Bao
Available Online 30 June 2023.
DOI
10.2991/978-94-6463-172-2_20How to use a DOI?
Keywords
C programming language; Gamification teaching; Learning situation analysis
Abstract

C programming language is an important bridge to realize software and hardware development and other engineering applications. In order to enhance students’ interest in professional learning and cultivate their practical ability and innovation consciousness, we integrate the gamification teaching strategy into the content of course. This paper analyzes and evaluates the necessity and feasibility of this method, sorts out the elements of gamification teaching, and makes a comparative analysis of the teaching effect. Finally, it can be proved that the students’ interest in programming and professional learning has been greatly improved, and the purpose of research has been achieved.

Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 2023 4th International Conference on Education, Knowledge and Information Management (ICEKIM 2023)
Series
Atlantis Highlights in Computer Sciences
Publication Date
30 June 2023
ISBN
978-94-6463-172-2
ISSN
2589-4900
DOI
10.2991/978-94-6463-172-2_20How to use a DOI?
Copyright
© 2023 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Yuan Cui
AU  - Li Tao
AU  - Dujiya Bao
AU  - Ri Hai
PY  - 2023
DA  - 2023/06/30
TI  - Analysis and Research on Gamification Teaching Strategy Used in C Language Programming Course
BT  - Proceedings of the 2023 4th International Conference on Education, Knowledge and Information Management (ICEKIM 2023)
PB  - Atlantis Press
SP  - 172
EP  - 180
SN  - 2589-4900
UR  - https://doi.org/10.2991/978-94-6463-172-2_20
DO  - 10.2991/978-94-6463-172-2_20
ID  - Cui2023
ER  -