StudyPlay: A Gamified Model to Encourage Extracurricular Activity Completion
Abstract
The achievement of activities outside the classroom is of extreme importance in the training of the student. However, it is common for students to have some resistance to extra-class activities, due to a variety of factors, including: working hours; distance from school to home; private and family problems, among others. In this way to provide mechanisms that encourage the student to carry out these activities and that, in addition, facilitate the accomplishment of these activities is highly relevant. In this context, an alternative is the creation of a gamified tool that, through rewards, stimulates the student to carry out the activities and, in addition, allows the activities to be performed on any mobile device, facilitating access. In this context, we propose in this work the StudyPlay, a tool to support the performance of extra class activities.
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