Application and Evaluation of the Framework for Gamification of Educational Systems using Behavioral Analysis

被引:0
|
作者
Gomes, Fernanda Pereira [1 ]
de Brito, Parcilene Fernandes [1 ]
Fagundes, Fabiano [1 ]
Tives, Heloise Acco [2 ]
Canedo, Edna Dias [3 ]
机构
[1] Lutheran Univ, Ctr Palmas CEULP, Palmas, Tocantins, Brazil
[2] Fed Inst Parana IFPR, Palmas, Parana, Brazil
[3] Univ Brasilia UNB, Brasilia, DF, Brazil
来源
PROCEEDINGS OF 16TH BRAZILIAN SYMPOSIUM ON INFORMATION SYSTEMS ON DIGITAL TRANSFORMATION AND INNOVATION, SBSI 2020 | 2020年
关键词
Educational systems; gamification; three-term contingency; behavioral analysis;
D O I
10.1145/3411564.3411658
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
The development of systems using gamification in the educational context has shown significant improvements in student engagement levels in relation to the content covered during the classes. Therefore, it is important to understand the behavioral variations of users in educational environments, enabling the definition of game elements that stimulate desirable behaviors during the teaching / learning process. This paper presents the proposal of a Frame-work, entitled Educa3C, developed according to the concepts of Three-Term Contingency of Behavioral Analysis and Gamification. Educa3C has been tested in a module of an educational platform that assists students and teachers in the teaching and learning process of a Propositional Logic discipline. The initial results are satisfactory and the proposed framework can be applied in any educational context or discipline.
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页数:8
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