Metodologias gamificadas para a educação: uma revisão sistemática
Resumo
A gamificação é uma abordagem promissora para ajudar a resolver o problema motivacional dos alunos no contexto educacional, através do uso de elementos de jogos que promovem um maior engajamento no processo de ensino-aprendizagem. Muitos trabalhos de pesquisa têm proposto metodologias gamificadas para a educação. No entanto, pouco tem sido explicado sobre a concepção destas metodologias e sobre como tem sido feita a escolha dos elementos de jogos utilizados na solução para a problemática identificada. Esse trabalho propõe uma revisão sistemática da literatura com intuito de observar como ocorre o processo de concepção dos ambientes educacionais gamificados, desde a escolha dos elementos de jogos até as ferramentas utilizadas.
Palavras-chave:
Gamificação, Educação, Elementos de Jogos, Engajamento, Metodologias
Referências
Attali, Y. and Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83:57–63.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2015). Gamification for smarter learning: tales from the trenches. Smart Learning Environments, 2(1), 10.
Berkling, K., & Thomas, C. (2013). Gamification of a software engineering course and a detailed analysis of the factors that lead to its failure. In Interactive Collaborative Learning (ICL), 2013 International Conference on (pp. 525–530). IEEE.
Chou, Y.-k. (2015). Actionable gamification: Beyond points, badges, and leaderboards. Octalysis Media Fremont, CA, USA.
Coutinho, C. P. and Lisboa, E. S. (2011). Sociedade da informação, do conhecimento e da aprendizagem: desafios para educação no século xxi. Revista de Educação, 18(1):5–22.
da Rocha Seixas, L., Gomes, A. S., & de Melo Filho, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48–63.
de Bruyckere, P. (2017). Gartner’s hype cycle for education 2016. [link]. Acesso em: 21 de junho de 2017.
de Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99–113.
Denny, P. (2013). The effect of virtual achievements on student engagement. In Proceedings of the SIGCHI conference on human factors in computing systems, pages 763–772. ACM.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15. ACM.
Dicheva, D., Irwin, K., Dichev, C., & Talasila, S. (2014). A course gamification platform supporting student motivation and engagement. In Web and Open Access to Learning (ICWOAL), 2014 International Conference on (pp. 1–4). IEEE.
Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-HerráIz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.
Fogel, G. (2015). Will 80% of gamification projects fail? giving credit to gartner’s 2012 gamification forecast. [link]. Acesso em: 21 de junho de 2017.
Gené, O. B., Núñez, M. M., & Blanco, A. F. (2014). Gamification in mooc: challenges, opportunities and proposals for advancing mooc model. In Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multicultura-lity (pp. 215–220). ACM.
Hanus, M. D. and Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80:152–161.
Hartnett, M., St George, A., and Dron, J. (2014). Exploring motivation in an online context: A case study. Contemporary Issues in Technology and Teacher Education, 14(1):31–53.
Holman, C., Aguilar, S., & Fishman, B. (2013). Gradecraft: What can we learn from a game-inspired learning management system? In Proceedings of the Third International Conference on Learning Analytics and Knowledge (pp. 260–264). ACM.
Iosup, A. and Epema, D. (2014). An experience report on using gamification in technical higher education. In Proceedings of the 45th ACM technical symposium on Computer science education, pages 27–32. ACM.
Krause, M., Mogalle, M., Pohl, H., & Williams, J. J. (2015). A playful game changer: Fostering student retention in online education with social gamification. In Proceedings of the Second (2015) ACM Conference on Learning@Scale (pp. 95–102). ACM.
Ogawa, A., Klock, A. C. T., and Gasparini, I. (2016). Avaliac¸ao da gamificação na área educacional: um mapeamento sistematico. In Brazilian Symposium on Computers in Education (Simposio Brasileiro de Informática na Educação-SBIE), volume 27, page 440.
Petersen, K., Feldt, R., Mujtaba, S., and Mattsson, M. (2008). Systematic mapping studies in software engineering. In EASE, volume 8, pages 68–77
Ruipérez-Valiente, J. A., Muñoz-Merino, P. J., & Kloos, C. D. (2016). An analysis of the use of badges in an educational experiment. In Frontiers in Education Conference (FIE), 2016 IEEE (pp. 1–8). IEEE.
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2015). Gamification for smarter learning: tales from the trenches. Smart Learning Environments, 2(1), 10.
Berkling, K., & Thomas, C. (2013). Gamification of a software engineering course and a detailed analysis of the factors that lead to its failure. In Interactive Collaborative Learning (ICL), 2013 International Conference on (pp. 525–530). IEEE.
Chou, Y.-k. (2015). Actionable gamification: Beyond points, badges, and leaderboards. Octalysis Media Fremont, CA, USA.
Coutinho, C. P. and Lisboa, E. S. (2011). Sociedade da informação, do conhecimento e da aprendizagem: desafios para educação no século xxi. Revista de Educação, 18(1):5–22.
da Rocha Seixas, L., Gomes, A. S., & de Melo Filho, I. J. (2016). Effectiveness of gamification in the engagement of students. Computers in Human Behavior, 58, 48–63.
de Bruyckere, P. (2017). Gartner’s hype cycle for education 2016. [link]. Acesso em: 21 de junho de 2017.
de Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99–113.
Denny, P. (2013). The effect of virtual achievements on student engagement. In Proceedings of the SIGCHI conference on human factors in computing systems, pages 763–772. ACM.
Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, pages 9–15. ACM.
Dicheva, D., Irwin, K., Dichev, C., & Talasila, S. (2014). A course gamification platform supporting student motivation and engagement. In Web and Open Access to Learning (ICWOAL), 2014 International Conference on (pp. 1–4). IEEE.
Domínguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pagés, C., & Martínez-HerráIz, J.-J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380–392.
Fogel, G. (2015). Will 80% of gamification projects fail? giving credit to gartner’s 2012 gamification forecast. [link]. Acesso em: 21 de junho de 2017.
Gené, O. B., Núñez, M. M., & Blanco, A. F. (2014). Gamification in mooc: challenges, opportunities and proposals for advancing mooc model. In Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multicultura-lity (pp. 215–220). ACM.
Hanus, M. D. and Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80:152–161.
Hartnett, M., St George, A., and Dron, J. (2014). Exploring motivation in an online context: A case study. Contemporary Issues in Technology and Teacher Education, 14(1):31–53.
Holman, C., Aguilar, S., & Fishman, B. (2013). Gradecraft: What can we learn from a game-inspired learning management system? In Proceedings of the Third International Conference on Learning Analytics and Knowledge (pp. 260–264). ACM.
Iosup, A. and Epema, D. (2014). An experience report on using gamification in technical higher education. In Proceedings of the 45th ACM technical symposium on Computer science education, pages 27–32. ACM.
Krause, M., Mogalle, M., Pohl, H., & Williams, J. J. (2015). A playful game changer: Fostering student retention in online education with social gamification. In Proceedings of the Second (2015) ACM Conference on Learning@Scale (pp. 95–102). ACM.
Ogawa, A., Klock, A. C. T., and Gasparini, I. (2016). Avaliac¸ao da gamificação na área educacional: um mapeamento sistematico. In Brazilian Symposium on Computers in Education (Simposio Brasileiro de Informática na Educação-SBIE), volume 27, page 440.
Petersen, K., Feldt, R., Mujtaba, S., and Mattsson, M. (2008). Systematic mapping studies in software engineering. In EASE, volume 8, pages 68–77
Ruipérez-Valiente, J. A., Muñoz-Merino, P. J., & Kloos, C. D. (2016). An analysis of the use of badges in an educational experiment. In Frontiers in Education Conference (FIE), 2016 IEEE (pp. 1–8). IEEE.
Publicado
30/10/2017
Como Citar
BRITO, André Luiz de Souza; MADEIRA, Charles Andryê Galvão.
Metodologias gamificadas para a educação: uma revisão sistemática. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 28. , 2017, Recife/PE.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2017
.
p. 133-142.
DOI: https://doi.org/10.5753/cbie.sbie.2017.133.
