SMILE-BR: aplicação de conceitos de gamificação em um ambiente de aprendizagem baseado em questionamento
Resumo
Uma das limitações que se observa em ambientes computacionais voltados à Educação diz respeito ao engajamento dos alunos, um fator fundamental aos processos de aprendizagem. Uma nova perspectiva que trata essa questão e incorpora mecânicas de jogos a softwares de diversas áreas é a Gamificação. Este artigo apresenta um estudo sobre o uso dos conceitos de Gamificação em um Ambiente de Aprendizagem baseado em Questionamento. Enquanto a abordagem de aprendizagem baseada em questionamento foca no desenvolvimento de habilidades investigativas nos alunos, os elementos de Gamificação introduzem princípios relacionados à aprendizagem baseada em colaboração e competição.
Palavras-chave:
Gamificação, Ambiente de Aprendizagem, Questionamento
Referências
Acosta, Otávio C.; Reategui, Eliseo. (2012) Recomendação de Conteúdo em um Ambiente de Aprendizagem Baseado em Questionamento. RENOTE, v. 10.
Aldrich, C. (2009) Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction, Jossey-Bass, San Francisco.
Barrett, G., Selman, D. & Thomas, G. (2005) Interprofessional Working in Health and Social Care: Professional Perspectives. Basingstoke: Palgrave Macmillan.
Braga, M. M. (2006) Design de software educacional baseado na teoria dos campos conceituais. Dissertação UFPE.
Bunchball. (2013) An Introduction to the Use of Game Dynamics to Influence Behavior. Acesso em jan 2013. Disponível em: [link].
Burguillo, C. J. (2010) Using game theory and Competition-based Learning to stimulate student motivation and performance. Computers & Education, 55(2), pp. 566-575.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., and Dixon, D. (2011) Gamification. using game-design elements in non-gaming contexts. In Proceedings of CHI Extended Abstracts, 2425-2428.
Dewey, J. (1896) The Reflex Arc Concept in Psychology. Psychological Review 3, pp 357-370.
Ediger, M. (1996) Cooperative learning versus competition: which one is better? Journal of Instructional Psychology, 23, pp. 204-300.
Egenfeldt-Nielsen, Simon. (2011) What Makes a Good Learning Game? Going beyond edutainment. eLearn Magazine.
Gokhale, A. A. (1995) Collaborative Learning Enhances Critical Thinking. Journal of Technology Education, 7(1).
Hudspith, B. and Jenkins, H. (2001) Teaching the art of inquiry. Ontario, Canada: Society for Teaching & Learning in Higher Education.
Green guide: No.3 Justice, C., Rice, J., Warry, W., Inglis, S., Miller, S., and S. Sammon. (2007) Inquiry in higher education: Reflections and directions on course design and teaching methods. Innovative Higher Education 31(4): 201-214.
Kapp, K. M. (2007) Gadgets, games, and gizmos for learning: tools and techniques for transferring know-how from boomers to gamers. [S.l.]: John Wiley and Sons.
Kiili, K. (2005) On educational game design: building blocks of flow experience. Tese de Doutorado. Tampere University.
Kim, P., Goyal, A., Seol, S., Dodson, B., Lam, M. (2011) PocketSchool Interactive Learning Ad-hoc Network. To appear in the proceedings of IEEE International Conference on e-Education, Entertainment and e-Management.
Kohn, A. (1999) Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A's, Praise, and Other Bribes. Boston: Houghton Mifflin.
Lee, J. J. & Hammer, J. (2011) Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2).
Lee, V. S. (2004) Teaching and learning through inquiry: A guidebook for institutions and instructors. Sterling: Stylus Publishing.
Lim, B. (2004) Challenges and Issues in Designing Inquiry on the Web. British Journal of Educational Technolog, Vol 35, No 5, 2004. pp. 627–643.
Liu, Yefeng; Alexandrova, Todorka; Nakajima, Tatsuo. (2011) Gamifying intelligent environments. Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces, Scottsdale, Arizona, USA.
Mott, B. W., Lester, J. C. (2006) Narrative-Centered Tutorial Planning for Inquiry-Based Learning Environments. Proceedings of the Eighth International Conference onIntelligent Tutoring Systems, vol. 4053, Berlin: Springer, pp. 675-684.
Nicholson, S. (2012) A User-Centered Theoretical Framework for Meaningful Gamification. Paper Presented at Games+Learning+Society 8.0, Madison, WI.
NMC. (2012) Perspectivas tecnológicas para o ensino fundamental e Médio Brasileiro de 2012 a 2017: Uma análise regional por NMC Horizon Project. Austin, Texas: The New Media Consortium Estados Unidos.
Prince, M., and R.M. Felder. (2006) Inductive teaching and learning methods: Definitions, comparisons, and research bases. Journal of Engineering Education 95 (2): 123–38.
Spronken-smith, R.A. (2007) Inquiry-based learning: Meaning, theoretical basis and use in tertiary education. Report prepared for the Ministry of Education, 32pp.
Vygotsky, L. S. Mind in Society: the Development of Higher Psychological Processes. Cambridge, MA.: Harvard University Press, 1978.
Yoder, M. (2005) Inquiry Based Learning Using the Internet: research, resources, WebQuests. In 19th Annual Conference on Distance Teaching and Learning.
Zichermann, Gabe. (2011) Gamification by Design. ISBN 1449397670. 150 pages. O'Reilly.
Aldrich, C. (2009) Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction, Jossey-Bass, San Francisco.
Barrett, G., Selman, D. & Thomas, G. (2005) Interprofessional Working in Health and Social Care: Professional Perspectives. Basingstoke: Palgrave Macmillan.
Braga, M. M. (2006) Design de software educacional baseado na teoria dos campos conceituais. Dissertação UFPE.
Bunchball. (2013) An Introduction to the Use of Game Dynamics to Influence Behavior. Acesso em jan 2013. Disponível em: [link].
Burguillo, C. J. (2010) Using game theory and Competition-based Learning to stimulate student motivation and performance. Computers & Education, 55(2), pp. 566-575.
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., and Dixon, D. (2011) Gamification. using game-design elements in non-gaming contexts. In Proceedings of CHI Extended Abstracts, 2425-2428.
Dewey, J. (1896) The Reflex Arc Concept in Psychology. Psychological Review 3, pp 357-370.
Ediger, M. (1996) Cooperative learning versus competition: which one is better? Journal of Instructional Psychology, 23, pp. 204-300.
Egenfeldt-Nielsen, Simon. (2011) What Makes a Good Learning Game? Going beyond edutainment. eLearn Magazine.
Gokhale, A. A. (1995) Collaborative Learning Enhances Critical Thinking. Journal of Technology Education, 7(1).
Hudspith, B. and Jenkins, H. (2001) Teaching the art of inquiry. Ontario, Canada: Society for Teaching & Learning in Higher Education.
Green guide: No.3 Justice, C., Rice, J., Warry, W., Inglis, S., Miller, S., and S. Sammon. (2007) Inquiry in higher education: Reflections and directions on course design and teaching methods. Innovative Higher Education 31(4): 201-214.
Kapp, K. M. (2007) Gadgets, games, and gizmos for learning: tools and techniques for transferring know-how from boomers to gamers. [S.l.]: John Wiley and Sons.
Kiili, K. (2005) On educational game design: building blocks of flow experience. Tese de Doutorado. Tampere University.
Kim, P., Goyal, A., Seol, S., Dodson, B., Lam, M. (2011) PocketSchool Interactive Learning Ad-hoc Network. To appear in the proceedings of IEEE International Conference on e-Education, Entertainment and e-Management.
Kohn, A. (1999) Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A's, Praise, and Other Bribes. Boston: Houghton Mifflin.
Lee, J. J. & Hammer, J. (2011) Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2).
Lee, V. S. (2004) Teaching and learning through inquiry: A guidebook for institutions and instructors. Sterling: Stylus Publishing.
Lim, B. (2004) Challenges and Issues in Designing Inquiry on the Web. British Journal of Educational Technolog, Vol 35, No 5, 2004. pp. 627–643.
Liu, Yefeng; Alexandrova, Todorka; Nakajima, Tatsuo. (2011) Gamifying intelligent environments. Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces, Scottsdale, Arizona, USA.
Mott, B. W., Lester, J. C. (2006) Narrative-Centered Tutorial Planning for Inquiry-Based Learning Environments. Proceedings of the Eighth International Conference onIntelligent Tutoring Systems, vol. 4053, Berlin: Springer, pp. 675-684.
Nicholson, S. (2012) A User-Centered Theoretical Framework for Meaningful Gamification. Paper Presented at Games+Learning+Society 8.0, Madison, WI.
NMC. (2012) Perspectivas tecnológicas para o ensino fundamental e Médio Brasileiro de 2012 a 2017: Uma análise regional por NMC Horizon Project. Austin, Texas: The New Media Consortium Estados Unidos.
Prince, M., and R.M. Felder. (2006) Inductive teaching and learning methods: Definitions, comparisons, and research bases. Journal of Engineering Education 95 (2): 123–38.
Spronken-smith, R.A. (2007) Inquiry-based learning: Meaning, theoretical basis and use in tertiary education. Report prepared for the Ministry of Education, 32pp.
Vygotsky, L. S. Mind in Society: the Development of Higher Psychological Processes. Cambridge, MA.: Harvard University Press, 1978.
Yoder, M. (2005) Inquiry Based Learning Using the Internet: research, resources, WebQuests. In 19th Annual Conference on Distance Teaching and Learning.
Zichermann, Gabe. (2011) Gamification by Design. ISBN 1449397670. 150 pages. O'Reilly.
Publicado
25/11/2013
Como Citar
FRANÇA, Rômulo Martins; REATEGUI, Eliseo Berni.
SMILE-BR: aplicação de conceitos de gamificação em um ambiente de aprendizagem baseado em questionamento. In: SIMPÓSIO BRASILEIRO DE INFORMÁTICA NA EDUCAÇÃO (SBIE), 24. , 2013, Campinas/SP.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2013
.
p. 366-375.
DOI: https://doi.org/10.5753/cbie.sbie.2013.366.
