Teacher education in digital culture through gamification

被引:2
|
作者
Cavalcante Pimentel, Fernando Silvio [1 ]
Ferreira Nunes, Andrea Karla [2 ]
De Sales Junior, Valdick Barbosa [3 ]
机构
[1] Univ Fed Alagoas, Maceio, Alagoas, Brazil
[2] Univ Tiradentes, Aracaju, Sergipe, Brazil
[3] Fac Cidade Maceio, Maceio, Alagoas, Brazil
关键词
Education; Teacher training; Gamification; Digital Culture;
D O I
10.1590/0104-4060.76125
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
The context of digital culture implies a redimensioning of teacher training, in view of the specificities of digital competences necessary for the development of quality education and that addresses current issues. In this sense, the question arises: how does teacher training through gamification enable a new look at teaching? This article presents the result of an empirical investigation, of a qualitative nature and from the perspective of pedagogical intervention, which aimed to analyze how teacher training using the gamification strategy enables the understanding of teaching practice. The gamified discipline, and the focus of this investigation, is offered in undergraduate courses and fits into the list of discipline in the pedagogical context. As instruments for data collection, participatory observation and a questionnaire were used. The analysis occurs from the categorization and theoretical confrontation. The results indicate that the gamification of the discipline allowed the participants to understand the breadth of the teaching action, not being limited to the physical space of the classroom, with the appropriation of different methodologies.
引用
收藏
页数:22
相关论文
共 50 条
  • [41] Enhancing Cyber Security Education and Training through Gamification
    Diakoumakos, Jason
    [J]. 2ND INTERNATIONAL CONFERENCE OF THE GREECE ACM SIGCHI CHAPTER, CHIGREECE 2023, 2023,
  • [42] Values education through gamification: An action research study
    Beltran Poot, Augusto David
    [J]. INNOVACION EDUCATIVA-MEXICO, 2020, 20 (84): : 103 - 123
  • [43] Gamification through leaderboards: An empirical study in engineering education
    Ortiz-Rojas, Margarita
    Chiluiza, Katherine
    Valcke, Martin
    [J]. COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2019, 27 (04) : 777 - 788
  • [44] Learning technical courses in architectural education through gamification
    Shareef, Sardar S.
    Rauf, Hozan L.
    [J]. COMPUTER APPLICATIONS IN ENGINEERING EDUCATION, 2022, 30 (06) : 1872 - 1884
  • [45] Encouraging Student Motivation Through Gamification in Engineering Education
    Criollo-C, Santiago
    Lujan-Mora, Sergio
    [J]. MOBILE TECHNOLOGIES AND APPLICATIONS FOR THE INTERNET OF THINGS, 2019, 909 : 204 - 211
  • [46] Teacher digital identity divergences: From teacher education to classroom
    Trevisan, Ottavia
    [J]. BRITISH EDUCATIONAL RESEARCH JOURNAL, 2024,
  • [47] Transforming the Culture of Surgical Education Promoting Teacher Identity Through Human Factors Training
    Cahan, Mitchell A.
    Starr, Susan
    Larkin, Anne C.
    Litwin, Demetrius E. M.
    Sullivan, Kate M.
    Quirk, Mark E.
    [J]. ARCHIVES OF SURGERY, 2011, 146 (07) : 830 - 834
  • [48] Digital Twin for Math Education: A Study on the Utilization of Games and Gamification for University Mathematics Education
    Lee, Jung Yeop
    Pyon, Chong Un
    Woo, Jiyoung
    [J]. ELECTRONICS, 2023, 12 (15)
  • [49] Digital Culture Impact on Education
    Moisil, Ioana
    [J]. LATEST TRENDS ON ENGINEERING EDUCATION, 2010, : 16 - 16
  • [50] Digital Culture and State Education
    Lopez Gil, Monica Maria
    Bernal Bravo, Cesar
    [J]. REVISTA INTERUNIVERSITARIA DE FORMACION DEL PROFESORADO-RIFOP, 2016, (85): : 103 - 110