Experiência de Gamificação na Organização dos Trabalhos de Conclusão de um Curso Técnico em Informática
Abstract
Students of Integrated Technical Course in Informatics (medium level), most teenagers, have difficulty to comply and organize their final works. Therefore, this paper describes the experience of the gamification approach using the Class Dojo platform. The results indicate that methodology is viable and can be replicated in other educational institutions.
References
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MUNTEAN, C. I. Raising engagement in e-learning through gamification. In: Proc. 6th International Conference on Virtual Learning ICVL. [S.l.: s.n.], 2011. p. 323–329.
GEE, J. P. What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), ACM, v. 1, n. 1, p. 20–20, 2003.
IOSUP, A.; EPEMA, D. An experience report on using gamification in technical higher education. In: ACM. Proceedings of the 45th ACM technical symposium on Computer science education. [S.l.], 2014. p. 27–32.
KAPP, K. M. The gamification of learning and instruction: game-based methods and strategies for training and education. [S.l.]: John Wiley & Sons, 2012.
MACLEAN-BLEVINS, A.; MUILENBURG, L. Using class dojo to support student self-regulation. In: Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications. [S.l.: s.n.], 2013. p. 1684–1689.
MUNTEAN, C. I. Raising engagement in e-learning through gamification. In: Proc. 6th International Conference on Virtual Learning ICVL. [S.l.: s.n.], 2011. p. 323–329.
Published
2017-07-22
How to Cite
FLORES, Gian; CRESTANI, Ângelo; BAUER, Rudieri; MOMBACH, Jaline.
Experiência de Gamificação na Organização dos Trabalhos de Conclusão de um Curso Técnico em Informática. In: NATIONAL COMPUTING MEETING OF FEDERAL INSTITUTES (ENCOMPIF), 4. , 2017, São Paulo.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2017
.
ISSN 2763-8766.
DOI: https://doi.org/10.5753/encompif.2017.9943.