The Special Session in Gamification on Computer Programming Learning (GonCPL) aims to bring researchers and practitioners working in innovative approaches using gamification in the learning process.
On the last years, gamification has studied in various contexts, such as marketing, health, sports and education. According to literature, gamification integrates "elements of game design in non-game context", with the objective of increasing users’ engagement in certain activities.
Gamification are attracting a growing interest among the main actors that take part in the learning-teaching process and are highly considered among other educational approaches.
Some authors indicate that gamification may play an important role in the learning process, by the ability of overcoming difficulties of some topics and by motivating and engagement students in subjects that are considered less interesting, but that are undeniable important.
Gamification in education has received enormous attention in these last years, both of researchers and educators. However, the knowledge about the effect of gamification on students’ performance is still scarce. On the other hand, the gamification integration on educational information systems should follow a formal and clear design process, however these gamification design processes for specific contexts are not still defined.