FLOWING IN THE GAME: EXPLORING GAMIFICATION AS AN ENGAGING TOOL IN EDUCATION

被引:0
|
作者
Bitencourt, Ricardo [1 ]
机构
[1] IFSertaoPE, Inst Fed Educ Ciencia & Tecnol Sertao Pernambucano, Petrolina, PE, Brazil
来源
关键词
Active methodologies; Gamification; Educational Innovation;
D O I
10.14571/brajets.v16.n4.816-823
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Innovation in education has been widely discussed and questioned. During the COVID-19 pandemic, distance learning has become an urgent necessity, highlighting the importance of digital education, particularly when social distancing is esse ntial for saving lives. However, the inequality in access to educational technologies in Brazil exposes the difficulties face d by many students, demonstrating that simply having access to technology does not guarantee a significant improvement in teaching and learning processes. Given this scenario, it is crucial to promote a debate on strategies that can be used both in online and offline environments, providing educators with a solid foundation to enhance their pedagogical practices. One such strategy is gamification, which involves the use of game elements in non-playful contexts to engage students in the learning process. Gamification holds potential for creating an "optimal" learning experience, especially at a time when rethinking the school routine is necessary.
引用
收藏
页码:816 / 823
页数:8
相关论文
共 50 条
  • [1] Exploring Gamification in Process Mining Education: Towards a Playful and Engaging Approach
    Delcoucq, Landelin
    [J]. PROCESS MINING WORKSHOPS, ICPM 2023, 2024, 503 : 325 - 335
  • [2] Game on: Engaging customers and employees through gamification
    Robson, Karen
    Plangger, Kirk
    Kietzmann, Jan H.
    McCarthy, Ian
    Pitt, Leyland
    [J]. BUSINESS HORIZONS, 2016, 59 (01) : 29 - 36
  • [3] Game on! Gamification in dental education
    Licari, Frank
    Patil, Shankargouda
    [J]. JOURNAL OF DENTAL EDUCATION, 2022, 86 (12) : 1557 - 1558
  • [4] Don't Make the Player, Make the Game: Exploring the Potential of Gamification in IS Education
    Kenny, Grace
    Lyons, Roisin
    Lynn, Theo
    [J]. AMCIS 2017 PROCEEDINGS, 2017,
  • [5] Gamification for Education: Designing a Pharmacy Education Game
    Hookham, Geoffrey
    Nesbitt, Keith
    Cooper, Joyce
    Croft, Hayley
    Rasiah, Rohan
    [J]. ARTIFICIAL LIFE AND COMPUTATIONAL INTELLIGENCE, 2015, 8955 : 157 - 165
  • [6] Gamification in Education: "American Dream" Game
    Pikos, Anna
    Olejniczak, Tomasz
    [J]. SIMULATION AND GAMING IN THE NETWORK SOCIETY, 2016, 9 : 147 - 156
  • [7] Exploring Engaging Gamification Mechanics in Massive Online Open Courses
    Chang, Jen-Wei
    Wei, Hung-Yu
    [J]. EDUCATIONAL TECHNOLOGY & SOCIETY, 2016, 19 (02): : 177 - 203
  • [8] BPMS-Game: Tool for Business Process Gamification
    Mancebo, Javier
    Garcia, Felix
    Pedreira, Oscar
    Moraga, Maria Angeles
    [J]. BUSINESS PROCESS MANAGEMENT FORUM, 2017, 297 : 127 - 140
  • [9] Gamification as an Educational Technology Tool in Engaging and Motivating Students; An Analyses Review
    Sanmugam, Mageswaran
    Zaid, Norasykin Mohd
    Mohamed, Hasnah
    Abdullah, Zaleha
    Aris, Baharuddin
    Suhadi, Salihuddin Md
    [J]. ADVANCED SCIENCE LETTERS, 2015, 21 (10) : 3337 - 3341
  • [10] Gamification as a tool for enhancing graduate medical education
    Nevin, Christa R.
    Westfall, Andrew O.
    Rodriguez, J. Martin
    Dempsey, Donald M.
    Cherrington, Andrea
    Roy, Brita
    Patel, Mukesh
    Willig, James H.
    [J]. POSTGRADUATE MEDICAL JOURNAL, 2014, 90 (1070) : 685 - 693