Gamificación en educación: Estado del arte

Autores

DOI:

https://doi.org/10.21814/h2d.2163

Palavras-chave:

gamificación, educación, gamificación en educación, tecnología, estado del arte

Resumo

Este artículo es un viaje a través de los avances y ventajas de la gamificación en educación, basado en la investigación y los estudios científicos identificados como los más relevantes. Se centra en recopilar los artículos, textos, libros y conferencias más significativos y en hacer que este estado del arte esté lo más actualizado posible.

Downloads

Não há dados estatísticos.

Referências

Alsubhi, M. A., Ashaari, N. S., & Wook, T. S. M. T. (2019, July). The Challenge of Increasing Student Engagement in E Learning Platforms. In Proceedings of the 6th International Conference on Electrical Engineering and Informatics (ICEEI) (pp. 266-271). https://doi.org/10.1109/ICEEI47359.2019.8988908

Al-Towirgi, R. S., Daghestani, L. F., & Ibrahim, L. F. (2018). Increasing Students Engagement in Data Structure Course Using Gamification. International Journal of e-Education, e-Business, e-Management and e-Learning Increasing, 8(4), 193-211. https://doi.org/ 10.17706/ijeeee.2018.8.4.193-211

Andreu, J. M. P. (2020). Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios. Teoría de la Educación. Revista Interuniversitaria, 32(1), 73-99. https://doi.org/10.14201/teri.20625

Anupam, A., Gupta, R., Gupta, S., Li, Z., Hong, N., Naeemi, A., & Parvin, N. (2020). Design Challenges for Science Games: The Case of a Quantum Mechanics Game. International Journal of Designs for Learning, 11(1), 1-20. https://doi.org/10.14434/ijdl.v11i1.24264

Arawjo, I., Wang, C. Y., Myers, A. C., Andersen, E., & Guimbretière, F. (2017). Teaching programming with gamified semantics. In Proceedings of the 2017 ACM SIGCHI Conference on Human Factors in Computing Systems (pp. 4911-4923). Association for Computing Machinery. https://doi.org/10.1145/3025453.3025711

Aries, A., Vional, V., Saraswati, L., Wijaya, L., & Ikhsan, R. (2020). Gamification in learning process and its impact on entrepreneurial intention. Management Science Letters, 10(4), 763-768. https://doi.org/10.5267/j.msl.2019.10.021

Arjo, T. R., Yulius, R., & Nasrullah, M. F. A. (2019). Enhancing Learning Engagement on Minangkabau Traditional Food through Gamified Mobile Quiz. Journal of Physics: Conference Series, 1196. https://doi.org/10.1088/1742-6596/1196/1/012027

Astin, A. (1984). Student involvement: A developmental theory for higher education, Journal of college student personnel, 25(4), 297-308.

Attali, Y., & M. Arieli-Attali. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57-63. https://doi.org/10.1016/j.compedu.2014.12.012

Bajko, R., Hodson, J., Seaborn, K., Livingstone, P., & Fels, D. (2016). Edugamifying Media Studies: Student Engagement, Enjoyment, and Interest in Two Multimedia and Social Media Undergraduate Classrooms. Information Systems Education Journal, 14(6), 55-72. http://isedj.org/2016-14/ ISSN: 1545-679X

Balci, S., Secaur, J. M., & Morris, B. J. (2019). Badges and Leaderboards: Understanding Their Effectiveness on Academic Performance and Motivation of Online Students. In J. T. Bastiaens (Ed.), Proceedings of EdMedia+ Innovate Learning (pp. 1072-1078). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/210264/

Barreal, J., & Jannes, G. (2019). La narrativa como herramienta docente dentro de la gamificación de la estadística en el Grado en Turismo. Digital Education Review, 36, 152-170. https://revistes.ub.edu/index.php/der/article/view/27091/pdf

Barreto, L. de S., Cavaco, I. N., Monteiro, A., Rousy, D., & Silva, C. (2016). Gamification Aspects in Detail: Collectanea of Studies to Renew Traditional Education. Revista Eletrônica Argentina-Brasil de Tecnologias da Informação e da Comunicação, 1(4). http://doi.org/10.5281/zenodo.59479

Başal, A., & Kaynak, N. E. (2020). Perceptions of pre-service English teachers towards the use of digital badges. Innovations in Education and Teaching International, 57(2), 148-162. https://doi.org/10.1080/14703297.2019.1649172

Becker, K., & Nicholson, S. (2016). Gamifying the Classroom: Pros and Cons. ETC Press.

Begicheva, O. L., Beregovskaya, T. A., & Grishaeva, S. A. (2019, April 14-15). Online education in higher education. In A. Nazarov (Ed.), Proceedings of the 1st International Scientific Conference "Modern Management Trends and the Digital Economy: from Regional Development to Global Economic Growth" (698-701). Atlantis Press. https://doi.org/10.2991/mtde-19.2019.142

Bertoncelli Júnior, C., Lopes, R. P., & Júnior, J. A. (2019). Estudo de caso da conceção e aplicação de um jogo educativo. In F. Garrigós Simón, S. Estellés Miguel, I. Lengua Lengua, J. Onofre Montesa, C. M. Dema Pérez, J. V. Oltra Gutiérrez, Y. Narangajavana, & M. J. Verdecho Sáez (Eds.), INNODOCT/18. International Conference on Innovation, Documentation and Education (pp. 1005-1009). Editorial Universitat Politècnica de València.

Blohm, I., & Leimeister, J. M. (2013). Gamification, design of it-based enhancing services for motivational support and behavioural change. Business & Information Systems Engineering, 5(4), 275-278. https://doi.org/10.1007/s12599-013-0273-5

Boticki, I., Wong, L.-H., & Looi, C.-K. (2012) Experiences in implementing and using a technological framework for mobile collaborative learning of mathematics and Chinese. International Journal of Mobile Learning and Organisation, 6(1), 79-93. https://doi.org/10.1504/IJMLO.2012.046884

Bovermann, K., & Bastiaens, T. J. (2020). Towards a motivational design? Connecting gamification user types and online learning activities. Research and Practice in Technology Enhanced Learning, 15(1). https://doi.org/10.1186/s41039-019-0121-4

Bovermann, K., Habla, S., Weidlich, J., & Bastiaens, J. T. (2019). Better Together?–A Case Study Comparison of Individualistic vs. Collectivistic Gamification Design. In J. T. Bastiaens (Ed.), Proceedings of EdMedia+ Innovate Learning (pp. 1079-1088). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/p/210116/

Cassel, L., Dicheva, D., Dichev, C., Guy, B., & Irwin, K. (2019). Student Motivation and Engagement in STEM Courses: Exploring the Potential Impact of Gamification. In Proceedings of the 2019 ACM Conference on Innovation and Technology in Computer Science Education (p. 299). Association for Computing Machinery. https://doi.org/10.1145/3304221.3325578

Chan, E., Nah, F. F. H., Liu, Q., & Lu, Z. (2018). Effect of gamification on intrinsic motivation. In F. F .H. Nah, & B. Xiao (Eds.), HCI Business, Government, and Organizations. HCIBGO 2018. Lecture Notes in Computer Science (pp. 445-454). Springer, Cham. https://doi.org/10.1007/978-3-319-91716-0_35

Chandran, S., Prakrithi, S. N., & Kishor, M. (2018). Gamifying education and mental health. Archives of Medicine and Health Sciences, 6(2), 284-289. https://doi.org/10.4103/amhs.amhs_92_18.

Chong, D. Y. K. (2019). Benefits and challenges with gamified multi-media physiotherapy case studies: a mixed method study. Archives of Physiotherapy, 9(1). https://doi.org/10.1186/s40945-019-0059-2

Cohen, A. M. (2011). The gamification of education. The Futurist, 45(5), 16-17.

Connolly, T., Boyle, MacArthur, E., Hainey, T., & Boyle, J. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. https://doi.org/10.1016/j.compedu.2012.03.004

Csikszentmihalyi, M. (1991). Flow: The psychology of optimal experience. Harper Perennial.

Dal Bon, C., Ferranti, C., & Peggion, C. (2019,). Esperienze di gamification all'università con moodle: The Organic Game. In G. Fiorentino & S. Rabellino (Eds.), Atti del MoodleMoot Italia 2019 (pp. 245-250). MediaTouch 2000 & Associazione Italiana Utenti Moodle (AIUM), Università degli Studi di Verona.

Danka, I. (2020). Motivation by gamification: Adapting motivational tools of massively multiplayer online role-playing games (MMORPGs) for peer-to-peer assessment in connectivist massive open online courses (cMOOCs). International Review of Education, 66(1), 75-92. https://doi.org/10.1007/s11159-020-09821-6

Delello, J. A., Hawley, H., McWhorter, R. R., Gipson, C. S., & Deal, B. (2018). Gamifying education: Motivation and the implementation of digital badges for use in higher education. International Journal of Web-Based Learning and Teaching Technologies, 13(4), 17-33. https://doi.org/10.4018/IJWLTT.2018100102

Denden, M., Tlili, A., Essalmi, F., Jemni, M., Chang, M., & Huang, R. (2019). iMoodle: An Intelligent Gamified Moodle to Predict “at-risk” Students Using Learning Analytics Approaches. In A. Tlili, & M. Chang (Eds.), Data Analytics Approaches in Educational Games and Gamification Systems (pp. 113-126). Springer.

Deslis, D., Kosmidis, C. V., & Tenta, E. (2018). Using a Non-educational Mobile Game for Learning in Biology, Geography and Mathematics: Pokémon Go as a Case Study. In M. Tsitouridou, J. A. Diniz, & T. Mikropoulos (Eds.), Technology and Innovation in Learning, Teaching and Education. TECH-EDU 2018. Communications in Computer and Information Science (pp. 388-396). Springer, Cham. https://doi.org/10.1007/978-3-030-20954-4_29

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In A. Lugmayr, H. Franssila, C. Safran, & I. Hammouda (Eds.), Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). Association for Computing Machinery. https://doi.org/10.1145/2181037.2181040

Dichev, C., Dicheva, D., Angelova, G. &. Agre, G. (2015). From gamification to gameful desing and gameful experience in learning. Cybernetics and Information Technologies, 14(4), 80-100. https://doi.org/10.1515/cait-2014-0007

Dicheva, D. (2017). Gamification in Education: A Passing Trend or a Genuine Potential?. In B. Rachev & A. Smrikarov (Eds.), Proceedings of the 18th International Conference on Computer Systems and Technologies (p.11). Association for Computing Machinery. https://doi.org/10.1145/3134302.3134305

Dicheva, D., Irwin, K., & Dichev, C. (2018a). OneUp: Supporting Practical and Experimental Gamification of Learning. International Journal of Serious Games, 5(3), 5-21. https://doi.org/10.17083/ijsg.v5i3.236

Dicheva, D., Irwin, K., & Dichev, C. (2018b). Gamifying with OneUp: For Learning, Grades or Fun?. In M. Gentile, M. Allegra, & H. Söbke (Eds.), Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science International Conference on Games and Learning Alliance (pp. 343-353). Springer, Cham. https://doi.org/10.1007/978-3-030-11548-7_32

Dicheva, D., Irwin, K., & Dichev, C. (2019). The role of activity motivators and demotivators in gamifying learning. International Journal Information Theories and Applications, 26(2), 134-146. http://www.foibg.com/ijita/vol26/ijita26-02-p03.pdf

Dichev, C. & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education, 14(9). https://doi.org/10.1186/s41239-017-0042-5

Domínguez, A., Saenz-de Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martinez-Herráiz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & .Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020

Enache, L.-D., & Pop, D.-P. (2016). Gamifying education world of school-a C# application-. Conference Proceedings of »eLearning and Software for Education«, 3(15), 523-528. https://doi/org/10.12753/2066-026X-16-076

Featherstone, M. (2016). Using gamification to enhance self-directed, open learning in higher education. In T. Connolly & L. Boyle (Eds.), Proceedings of the 10th European Conference on Games Based Learning (pp. 824-834). Academic Conferences and Publishing International Ltd. http://shura.shu.ac.uk/12638/

Fernandez-Rio, J., de las Heras, E., González, T., Trillo, V., & Palomares, J. (2020). Gamification and physical education. Viability and preliminary views from students and teachers. Physical Education and Sport Pedagogy, 25(5), 509-524. https://doi.org/10.1080/17408989.2020.1743253

Fitz-Walter, Z., & Tjondronegoro, D. (2011). Exploring the opportunities and challenges of using mobile sensing for gamification. In N. Lane, F. Zhao, & Choudhury, T (Eds.) Proceedings of the UbiComp 11 Workshop on Mobile Sensing: Challenges, Opportunities and Future Directions 2011 (pp. 1-5). Association for Computing Machinery.

Freitas, S. (2006). Learning in immersive worlds, JISC e-Learning and Pedagogy Experts Group Meeting https://pdfs.semanticscholar.org/80e8/5dbfcba4209325fef75646da4ec98df9b848.pdf

Frost, R. D., Matta, V., & MacIvor, E. (2015). Assessing the efficacy of incorporating game dynamics in a learning management system. Journal of Information Systems Education, 26(1), 59-70. https://aisel.aisnet.org/jise/vol26/iss1/6

Gee, J. P. (2003). What Video Games Have to Teach Us about Learning and Literacy. Palgrave Macmillan.

Glover, K., & Bodzin, A. (2020). Learner Analysis to Inform the Design and Development of a Serious Game for Nongaming Female Emerging Health Care Preprofessionals: Qualitative Sample Study. JMIR Serious Games, 8(1). https://doi.org/10.2196/16003

Głowacki, J., Kriukova, Y., & Avshenyuk, N. (2018). Gamification in higher education: experience of Poland and Ukraine. Advanced Education, 10, 105-110. https://doi.org/10.20535/2410-8286.151143

Godwod, P. (2019). Massively Multiplayer Game-based Education. Journal of Modern Science, 40(1), 271-284. https://doi.org/10.13166/jms/108947

Gradvohl, A. L. S. (2017) Boosting the Engagement of Undergraduate Students in the Class Activities through Gamification. In E. Amaral, S. Polydoro, M. A. Garcia de Carvalho, F. Papes, & A. O. Garcia (Eds.), Inovações Curriculares 2017: Desafios do Ensino Superior (pp. 24-28). Biblioteca/Unicamp

Hamari, J., Koivisto, J, & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. In Sprague Jr., R. H. (Ed.), Proceedings of the 47th Annual Hawaii International Conference on System Sciences (pp. 3025-3034). IEEE Computer Society & Conference Publishing Services. https://doi.org/10.1109/HICSS32722.2014

Hamer, J., A. Luxton-Reilly, H. Purchase, & Sheard, J. (2011). Tools for contributing student learning. ACM Inroads, 2(2),. 78-91. https://doi.org/10.1145/1963533.1963553

Hanus, M. D., & Fox, J. (2018)., Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 8, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019

Harvey, A. (2018). Games as Education in the United Kingdom. Journal of Learning and Teaching in Higher Education, 1(1), 83-92. https://journals.le.ac.uk/ojs1/index.php/jlthe/article/view/2539

Hassan, L., Harviainen, T. J., & Hamari, J. (2018). Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter. In J. Koivisto & J. Hamari (Eds.), Proceedings of the 2nd International GamiFIN Conference (pp. 30-39). CEUR-WS.

Henukh, A., & Guntara, Y. (2020). Analyzing the response of learners to use kahoot as gamification of learning physics. Gravity: Scientific Journal of Research and Learning Physics, 6(1), 72-76. https://doi.org/10.30870/gravity.v6i1.7108

Ibáñez, M.-B. A., Di-Serio, & C. Delgado-Kloos, (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on learning technologies, 7(3), 291-301.

Inocencio, F. (2018). Using Gamification in Education: A Systematic Literature Review. In Proceedings of the 39th International Conference on Information Systems (ICIS): Bridging the Internet of People, Data, and Things (pp. 2098-2114). Association for Information Systems.

John, T., Feldotto, M., Hemsen, P., Klingsieck, K., Kundisch, D., & Langendorf, M. (2017). Towards a Lean Approach to Gamifying Education. In I. Ramos, H. Krcmar, & V. Tuunainen (Eds.), Proceedings of the 25th European Conference on Information Systems (ECIS) (pp. 2970-2979). Association for Information Systems.

Johnson, C. P. (2016). Gamification in Adventure and Wilderness Sports: A literature review of game-based mechanic’s ability to increase attraction, engagement, and retention in outdoor sports. The Sport Journal, 56. https://thesportjournal.org/article/gamification-in-adventure-and-wilderness-sports-a-literature-review-of-game-based-mechanics-ability-to-increase-attraction-engagement-and-retention-in-outdoor-sports/

Julius, K., & Salo, J. (2013). Designing gamification [Master’s Thesis, University of Oulu]. http://jultika.oulu.fi/files/nbnfioulu-201306061526.pdf

Kanagasingam, G. (2017). Increasing the learning motivations using gamification. Journal of Administrative Management, Education and Training, 13, 192-198.

Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.

Landers, R. N. (2015). Developing a theory of gamified learning linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752-768. https://doi.org/10.1177/1046878114563660

Latham, B., Poyade, M., Finlay, C., Edmond, A., & McVey, M. (2019). New Tools in Education: Development and Learning Effectiveness of a Computer Application for Use in a University Biology Curriculum. Advances in Experimental Medicine and Biology, 1138, 29-46. https://doi.org/10.1007/978-3-030-14227-8_3

Legaki, N. Z., Xi, N., Hamari, J., & Assimakopoulos, V. (2019). Gamification of the future: an experiment on gamifying education of forecasting. In T. X. Bui (Ed.), Proceedings of the 52nd Hawaii International Conference on System Sciences (pp. 1813-1822). https://doi.org/10.24251/HICSS.2019.219

Li, W., Grossman, T., & Fitzmaurice, G. (2012). Gamicad: a gamified tutorial system for first time autocad users. In Proceedings of the 25th Annual ACM Symposium on User Interface Software and Technology (pp. 103-112). Association for Computing Machinery. https://doi.org/10.1145/2380116.2380131

Linehan, C., Kirman, B., Lawson, S., & and Chan, G. (2011). Practical, appropriate, empirically-validated guidelines for designing educational games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 1979–1988). Association for Computing Machinery. https://doi.org/10.1145/1978942.1979229

Looi, C.‐K., Seow, P., Zhang, B., So, H.‐J., Chen, W. and Wong, L.‐H. (2010). Leveraging mobile technology for sustainable seamless learning: a research agenda. British Journal of Educational Technology, 41(2), 154-169. https://doi.org/10.1111/j.1467-8535.2008.00912.x

Majuri, J., Koivisto, J., & Hamari, J. (2018). Gamification of education and learning: A review of empirical literature. In J. Koivisto & J. Hamari (Eds.), Proceedings of the 2nd International GamiFIN Conference (pp. 11-19). CEUR-WS

McCoy, L., Lewis, J. H., & Dalton, D. (2016). Gamification and Multimedia for Medical Education: A Landscape Review. The Journal of the American Osteopathic Association, 116, 22–34. https://doi.org/10.7556/jaoa.2016.003

McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin

McMahon, B., & Portelli, J. P. (2004). Engagement for what? Beyond popular discourses of student engagement. Leadership and Policy in Schools, 3(1), 59-76. https://.doi.org/10.1076/lpos.3.1.59.27841

Mekler, E. D., Brühlmann, F., Opwis, K, & Tuch, A. N. (2013). Disassembling gamification: the effects of points and meaning on user motivation and performance. In P. Baudisch, M. Beaudoin-Lafon, & W. E. Mackay (Eds.), Proceedings of CHI’13 Extended Abstracts on Human Factors in Computing Systems (pp. 1137-1142). Association for Computing Machinery

Moccozet, L. & Tardy, C (2013). Gamification-based assessment of group work. In Proceedings of 2013 International Conference on Interactive Collaborative Learning (ICL) (pp. 171-179) . https://doi.org.pt/10.1109/ICL.2013.6644565

Moncada, S. M., & Moncada, T. P. (2014). Gamification of learning in accounting education. Journal of Higher Education Theory & Practice, 14(3),1-9.

Morschheuser, B. S., Rivera-Pelayo, V., Mazarakis, A, & Zacharias, V. (2014). Interaction and reflection with quantified self and gamification: an experimental study. Journal of Literacy and Technology, 15(2), 136-156. http://www.literacyandtechnology.org/uploads/1/3/6/8/136889/jlt_special.pdf

Nevin, C. R., Westfall, A. O., Rodriguez, J. M., Dempsey, D. M., Cherrington, A., Roy, B., Patel, M., & Willing, J. H. (2014) Gamification as a tool for enhancing graduate medical education, Postgraduate Medical Journal, 90(1070), 685-693.

Nicholson S. (2015) A RECIPE for Meaningful Gamification. In T. Reiners & L. Wood (Eds) Gamification in Education and Business (pp. 1-20). Springer, Cham. https://doi.org/10.1007/978-3-319-10208-5_1

Nicholson, S. (2012) A user-centered theoretical framework for meaningful gamification. In C. Martin, A. Ochsner, & K. Squire (Eds.), Proceedings of GLS 8.0 - Games+ Learning + Society Conference. (pp. 223-230). ETC Press.

Omerovic, A., & Karahasanovic, A. (2019). "CyberWiseKids": Gamifying Education of Kids on Online Opportunities and Security Risks. http://hdl.handle.net/11250/2593380

Ortega-Arranz, A., Munoz-Cristóbal, J. A., Martínez-Monés, A., Bote-Lorenzo, M. L., & Asensio-Pérez, J. I. (2017). How gamification is being implemented in MOOCs? A systematic literature review. In E. Lavoué, H. Drchsler, K. Verbert, J. Broisin, & M. Pérez-Sanagustín (Eds.), Data Driven Approaches in Digital Education. 12th European Conference on Technology Enhanced Learning, EC-TEL 2017, Tallinn, Estonia, September 12-15, 2017, Proceedings (pp. 441-447). Springer.

O'Sullivan, J. J. (2017). Teach2Learn: gamifying education to gather training data for natural language processing [Doctoral dissertation, Massachusetts Institute of Technology]. http://hdl.handle.net/1721.1/117320

Paule, M. T. (2016). Companions of Aeneas: Gamifying Intermediate Latin. Teaching Classical Languages, 6(2), 66-81. https://tcl.camws.org/sites/default/files/TCL%207.1%20Paule.pdf

Porubän, J. (2018). Challenging the Education in the Open Laboratory. In Proceedings of 16th International Conference on Emerging eLearning Technologies and Applications (ICETA) (pp. 439-444). IEEE.

Prensky, M. (2003). Digital game-based learning. Computers in Entertainment, 1(1), 21. https://doi.org/10.1145/950566.950596

Raitskaya, L., & Tikhonova, E. (2019). Gamification as a field landmark in educational research. Journal of Language and Education, 5(3), 4-10. https://doi.org/10.17323/jle.2019.10688

Raymer, R. (2011). Gamification: Using game mechanics to enhance elearning. eLearn magazine, 9. https://doi.org/10.1145/2025356.2031772

Resch, J., Ehrentraut, J., & Barnett-Cowan, M. (2018). Gamified Automation in Immersive Media for Education and Research. arXiv. https://arxiv.org/pdf/1901.00729.pdf

Rutledge, C., Walsh, C. M., Swinger, N., Auerbach, M., Castro, D., Dewan, M., ... & Maa, T. (2018). Gamification in action: theoretical and practical considerations for medical educators. Academic Medicine, 93(7), 1014-1020. https://doi.org/10.1097/ACM.0000000000002183

Schoenenberger, C. A., Korkut, S., Jaeger, J., & Dornberger, R. (2016, October). BioTourney: Gamifying a Biology Class by Applying a Content-Independent Learning Game Framework. In T. Connolly & L. Boyle (Eds.), Proceedings of the 10th European Conference on Games Based Learning (pp. 575-583). Academic Conferences International Limited.

Shpakova, A., Dörfler, V., & MacBryde, J. (2017). Changing the game: a case for gamifying knowledge management. World Journal of Science, Technology and Sustainable Development, 14(2/3), 143-154. https://doi.org/10.1108/WJSTSD-01-2017-0002

Sillaots, M. (2014). Gamification of higher education by the example of course of research methods. In E. Popescu, R. W. H. Lau, K. Pata, H. Leung, & M. Laanpere (Eds.), Advances in Web-Based Learning – ICWL 2014. ICWL 2014. Lecture Notes in Computer Science (pp. 106-115). Springer, Cham. https://doi.org/10.1007/978-3-319-09635-3_11

Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a k-6 learning platform. Computers in Human Behavior, 29(2), 345-353. https://doi.org/10.1016/j.chb.2012.06.007

Smiderle, R., Marques, L., Coelho, J. A. P. D. M., Rigo, S. J., & Jaques, P. A. (2019). Studying the Impact of Gamification on Learning and Engagement of Introverted and Extroverted Students. Proceedings of 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT), 2161, 71-75. https://doi.org/10.1109/ICALT47348.2019

Smiderle, R., Rigo, S. J., Marques, L. B., de Miranda Coelho, J. A. P., & Jaques, P. A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(1), 1-11. https://doi.org/10.1186/s40561-019-0098-x

Soboleva, E. V., Galimova, E. G., Maydangalieva, Z. A., & Batchayeva, K. K. M. (2018). Didactic value of gamification tools for teaching modeling as a method of learning and cognitive activity at school. Eurasia Journal of Mathematics, Science and Technology Education, 14(6), 2427-2444. https://doi.org/10.29333/ejmste/89843

Sombrio, G., Schimmelpfeng, L. E., Ulbricht, V. R., & Villarouco, V. (2016, July). Gamification in Education Through Design Thinking. In A. Marcus (Ed.), Design, User Experience, and Usability: Novel User Experiences. DUXU 2016. Lecture Notes in Computer Science (pp. 311-321). Springer, Cham. https://doi.org/10.1007/978-3-319-40355-7_30

Sprint, G., & Fox, E. (2020). Improving Student Study Choices in CS1 with Gamification and Flipped Classrooms. In Proceedings of the 51st ACM Technical Symposium on Computer Science Education (pp. 773-779). Association for Computing Machinery. https://doi.org/10.1145/3328778.3366888

Tan Ai Lin, D., Ganapathy, M., & Kaur, M. (2018). Kahoot! It: Gamification in Higher Education. Pertanika Journal of Social Sciences & Humanities, 26(1), 565 - 582.

Toda, A. M., Oliveira, W., Shi, L., Bittencourt, I. I., Isotani, S., & Cristea, A. (2019a). Planning Gamification strategies based on user characteristics and DM: A gender-based case study. In C. F. Lynch, A. Merceron, M. Desmarais, & R. Nkambou (Eds.), Proceedings of the 12th International Conference on Educational Data Mining (pp. 438-443). Educational Data Mining. https://dro.dur.ac.uk/28609/

Toda, A. M., Palomino, P. T., Oliveira, W., Rodrigues, L., Klock, A. C., Gasparini, I., ... & Isotani, S. (2019b). How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. Journal of Educational Technology & Society, 22(3), 47-60. https://doi.org/10.2307/26896709

Toda, A., Oliveira, W., Klock, A., Palomino, P., Pimenta, M., Bittencourt, I., ... & Cristea, A. (2019c). A taxonomy of game elements for gamification in educational contexts: Proposal and evaluation. IProceedings of 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT), 2161, 84-88. https://doi.org/10.1109/ICALT47348.2019

Torrealba, L. G., & Camacho, E. D. (2018). Juegos, conocimientos y aceptación de la tecnología en la era digital. Revista Ibérica de Sistemas e Tecnologias de Informação, E16, 171-181. http://www.risti.xyz/issues/ristie16.pdf

Urh, M., Vukovic, G., Jereb, E., & Pintar, R. (2015). The model for introduction of gamification into e-learning in higher education. Procedia-Social and Behavioral Sciences, 197, 388-397. https://doi.org/10.1016/j.sbspro.2015.07.154

Vetushinskiy, A., & Zhukov, P. (2019). Gamification of School Education in Russia: Case Study. In J. Arnedo-Moreno, C.S. González, & A. Mora (Eds.), Proceedings of the 3rd International Symposium on Gamification and Games for Learning (GamiLearn’19). Universitat Oberta de Catalunya and Universidad de La Laguna. http://ceur-ws.org/Vol-2497/paper14.pdf

Werbach, K., & Hunter, D. (2012). For the Win: How Game Thinking Can Revolutionize Your Business. Wharton Digital Press.

Werbach K. (2014). (Re)Defining Gamification: A Process Approach. In A. Spagnolli, L. Chittaro, & L. Gamberini (Eds.) Persuasive Technology. PERSUASIVE 2014. Lecture Notes in Computer Science (pp. 266-272). Springer, Cham. https://doi.org/10.1007/978-3-319-07127-5_23

Winoto, P., & Tang, T. Y. (2015). From market place to collusion detection: Case studies of gamification in education. In T. Reiners & L. C. Wood (Eds.), Gamification in Education and Business (pp. 277-290). Springer International Publishing.

Yıldırım, İ., & Cirak-Kurt, S. (2018). The Effect of Gamification on Learner Motivation: A Meta-Analysis Study. In J. Vopava, V. Douda, R. Kratochvil, & M. Konecki (Eds.), Proceedings of MAC 2018 (pp. 310-312). MAC Prague Consulting Ltd.

Yıldırım, İ., & Şen, S. (2019). The effects of gamification on students’ academic achievement: a meta-analysis study. Interactive Learning Environments, 1-18. https://doi.org/10.1080/10494820.2019.1636089

Zarzycka-Piskorz, E. (2016). Kahoot it or not? Can games be motivating in learning grammar?. Teaching English with Technology, 16(3), 17-36.https://files.eric.ed.gov/fulltext/EJ1135685.pdf

Zhao, G. Z. (2019). Using a Gamified Points-Based Grading System in Technology Courses for Pre-Service Teachers [Doctoral dissertation, University of Houston]. https://hdl.handle.net/10657/5719

Zhu, J., Li, X., Zhang, Y., Zainuddin, Z., Lee, S. Y. C., & Chu, S. K. W. (2018). Can Gamification Bring Long-term Effects for Elementary Students’ Learning? [Paper presentation]. ASIS&T AP 2019 regional conference, Phnom Penh, Cambodia.

Publicado

30-06-2020

Como Citar

Santos López, I. M., & Torrente-Patiño, Álvaro. (2020). Gamificación en educación: Estado del arte. H2D|Revista De Humanidades Digitais, 2(1). https://doi.org/10.21814/h2d.2163

Artigos mais lidos do(s) mesmo(s) autor(es)