Ampliação das Possibilidades de Gamificação no Moodle
Resumo
Este artigo destaca o principal elemento de gamificação presente no Moodle, o ranking. A versão atual do ranking, disponível no repositório de plugins da plataforma, apresenta diversas limitações verificadas por meio de um estudo de caso. A partir dessas limitações foi desenvolvido um novo ranking, otimizando as possibilidades de configuração e permitindo que sejam definidos rankings para sessões específicas de um curso. Como prova de conceito, o ranking foi utilizado em um novo estudo de caso, comprovando as melhorias propostas nesse tipo de elemento gamificado.
Palavras-chave:
Gamificação, Moodle, Ranking, Estudo de Caso, Educação a Distância
Referências
Abramovich, S., Schunn, C., and Higashi, R. (2013) “Are badges useful in education?: It depends upon the type of badge and expertise of learner”, Educational Technology Research and Development, 61(2), p. 17-232.
Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2013) “Improving Participation and Learning with Gamification”, Gamification '13 Proceedings of the First International Conference on Gameful Design, Research, and Applications, p. 10-17.
Bartle, R. (1996) “Hearts, Clubs, Diamonds and Spades: Players who suit MUDs”, Journal of MUD research, p. 1-19.
Deterding, S. et al. (2011) “From game design elements to gamefulness: defining gamification”, ACM. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, p. 9-15.
Falcão, A.P., Leite, M.D. and Tenório, M.M. (2014) “Ferramenta de apoio ao ensino presencial utilizando gamificação e design de jogos” XXV Simpósio Brasileiro de Informática na Educação (SBIE 2014), p. 526-533.
Fardo, M.L. (2013) “A Gamificação Aplicada em Ambientes de Aprendizagem”, RENOTE - Revista Novas Tecnologias na Educação, volume 11, número 1.
Gené, O. B., Nuñez, M. M. and Blanco, Á. F. (2014) “Gamification in mooc: challenges, opportunities and proposals for advancing mooc model”, ACM. Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality, p. 215-220.
Ibáñez, M. B., Di-Serio, A. and Delgado-Kloos, C. (2014) “Gamification for engaging computer science students in learning activities: A case study”, IEEE Transactions on Learning Technologies, IEEE, v. 7, n. 3, p. 291-301.
Ivetic, D. et al. (2012) “Gamifying education: A proposed taxonomy of satisfaction metrics”, Conference proceedings of eLearning and Software for Education (eLSE), p. 345-350.
Kapp, K.M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education, Pfeiffer.
Kiryakova, G., Angelova, N. and Yordanova, L. (2014) “Gamification in education”, Proceedings of 9th International Balkan Education and Science Conference.
Koster, R. (2013). A Theory of Fun for Game Design, 2nd Edition. O’Reilly Media Inc, 2013. ISBN 978-1-449-36321-5
Lister, M. C. (2015) “Gamification: The effect on student motivation and performance at the post-secondary level”, Issues and Trends in Educational Technology Volume 3, Number 2, Dec. 2015.
Mattar, J. and Nesteriuk, S. (2016) “Estratégias do design de games que podem ser incorporadas à educação a distância”, RIED - Revista Iberoamericana de Educação a Distancia, volume 19, número 2.
Meyer, K. (2008) “Do rewards shape online discussions?”, Journal of Interactive Online Learning, 7(2), p. 126-138.
O’Donovan, S., Gain, J., and Marais, P. (2013) “A case study in the gamification of a university-level games development course”, Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, (SAICSIT’13), p. 242-251.
Roque, A.S., Paludo, C. and Geiss, E. (2013) “GameLearning e suas Contribuições ao Ambiente Virtual de Aprendizagem Moodle”, Nuevas Ideas en Informática Educativa (TISE 2013). p. 677-680.
Barata, G., Gama, S., Jorge, J. and Gonçalves, D. (2013) “Improving Participation and Learning with Gamification”, Gamification '13 Proceedings of the First International Conference on Gameful Design, Research, and Applications, p. 10-17.
Bartle, R. (1996) “Hearts, Clubs, Diamonds and Spades: Players who suit MUDs”, Journal of MUD research, p. 1-19.
Deterding, S. et al. (2011) “From game design elements to gamefulness: defining gamification”, ACM. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, p. 9-15.
Falcão, A.P., Leite, M.D. and Tenório, M.M. (2014) “Ferramenta de apoio ao ensino presencial utilizando gamificação e design de jogos” XXV Simpósio Brasileiro de Informática na Educação (SBIE 2014), p. 526-533.
Fardo, M.L. (2013) “A Gamificação Aplicada em Ambientes de Aprendizagem”, RENOTE - Revista Novas Tecnologias na Educação, volume 11, número 1.
Gené, O. B., Nuñez, M. M. and Blanco, Á. F. (2014) “Gamification in mooc: challenges, opportunities and proposals for advancing mooc model”, ACM. Proceedings of the Second International Conference on Technological Ecosystems for Enhancing Multiculturality, p. 215-220.
Ibáñez, M. B., Di-Serio, A. and Delgado-Kloos, C. (2014) “Gamification for engaging computer science students in learning activities: A case study”, IEEE Transactions on Learning Technologies, IEEE, v. 7, n. 3, p. 291-301.
Ivetic, D. et al. (2012) “Gamifying education: A proposed taxonomy of satisfaction metrics”, Conference proceedings of eLearning and Software for Education (eLSE), p. 345-350.
Kapp, K.M. (2012). The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education, Pfeiffer.
Kiryakova, G., Angelova, N. and Yordanova, L. (2014) “Gamification in education”, Proceedings of 9th International Balkan Education and Science Conference.
Koster, R. (2013). A Theory of Fun for Game Design, 2nd Edition. O’Reilly Media Inc, 2013. ISBN 978-1-449-36321-5
Lister, M. C. (2015) “Gamification: The effect on student motivation and performance at the post-secondary level”, Issues and Trends in Educational Technology Volume 3, Number 2, Dec. 2015.
Mattar, J. and Nesteriuk, S. (2016) “Estratégias do design de games que podem ser incorporadas à educação a distância”, RIED - Revista Iberoamericana de Educação a Distancia, volume 19, número 2.
Meyer, K. (2008) “Do rewards shape online discussions?”, Journal of Interactive Online Learning, 7(2), p. 126-138.
O’Donovan, S., Gain, J., and Marais, P. (2013) “A case study in the gamification of a university-level games development course”, Proceedings of the South African Institute for Computer Scientists and Information Technologists Conference, (SAICSIT’13), p. 242-251.
Roque, A.S., Paludo, C. and Geiss, E. (2013) “GameLearning e suas Contribuições ao Ambiente Virtual de Aprendizagem Moodle”, Nuevas Ideas en Informática Educativa (TISE 2013). p. 677-680.
Publicado
30/10/2017
Como Citar
BARRÉRE, Eduardo; VITOR, Marluce Aparecida; DE ALMEIDA, Miguel Alvim.
Ampliação das Possibilidades de Gamificação no Moodle. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 28. , 2017, Recife/PE.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2017
.
p. 605-614.
DOI: https://doi.org/10.5753/cbie.sbie.2017.605.
