The influence of gamification in e-learning based on perceptions of brazilian researchers

被引:3
|
作者
Tenorio, Thais [1 ]
Silva, Andre Rodrigues [2 ]
Tenorio, Andre [3 ]
机构
[1] Univ Fed Fluminense LANTE UFF, Colaboradora Lab Novas Tecnol, Rua Mario Santos Braga S-N, Niteroi, RJ, Brazil
[2] Univ Fed Fluminense LANTE UFF, Planejamento Implementacao & Gestao EaD, Rua Mario Santos Braga S-N, Niteroi, RJ, Brazil
[3] Univ Fed Fluminense LANTE UFF, Lab Novas Tecnol, Inst Fed Educ Ciencia & Tecnol Rio Janeiro IFRJ, Rua Senador Furtado,121 A 125, Rio De Janeiro, RJ, Brazil
关键词
E-learning; Gamification; Case study;
D O I
10.29276/redapeci.2016.16.24554.320-335
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Gamification, use of game elements and strategies in educational contexts, is a recent approach which can be utilized in the teaching-learning process at distance. In this case study, we aimed to analyze the perceptions of researchers registered in the Brazilian National Scientific and Technological Development Council on the possible motivations, benefits and difficulties of using gamification in e-learning. For researchers, the frequent motivations for an instructor using gamification would be boost learning and attract and retain the attention of the student. The most common benefits of this approach would be motivate the student, instigate participation, and incorporate entertainment to learning. Some important difficulties were training the instructor to apply gamification in the teaching-learning and combining game elements with communication and information technologies available in virtual learning environments. Gamification can influence the teaching-learning at distance, but the effects of using this approach are still poorly understood.
引用
收藏
页码:320 / 335
页数:16
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