Gamificação Narrativa para Engajamento e Personalização: Redefinindo a Experiência do Aprendizado Digital
Resumo
Esta pesquisa introduz um novo framework de gamificação baseado em narrativa, abordando desafios emergentes na retenção e engajamento do aluno no cenário da educação digital. Desenvolvemos uma ontologia de aplicação e uma abordagem de personalização, classificando tipos de usuários, para promover experiências de aprendizagem imersivas e adaptáveis. Nossa abordagem expande as noções existentes de gamificação, destacando a importância de gamificar também o conteúdo de aprendizagem em contraste com a mera gamificação do ambiente digital. O framework proposto oferece um recurso prático para educadores, facilitando a criação de conteúdo de aprendizagem lúdico e envolvente. O estudo considera os obstáculos à validade externa e fornece direções futuras, incluindo a exploração da eficácia de nossas estratégias em diferentes contextos culturais e faixas etárias. A pesquisa ressalta o potencial da gamificação baseada em narrativa na educação, lançando uma base teórica sólida e oferecendo ferramentas práticas para integrar elementos narrativos em ambientes educacionais.
Palavras-chave:
gamificação na educação, experiência do usuário, narrativa, storytelling, frameworks
Referências
Judson Bandeira, Ig Ibert Bittencourt, Patricia Espinheira, and Seiji Isotani. 2016. FOCA: A methodology for ontology evaluation. arXiv preprint arXiv:1612.03353 (2016).
Ian Bogost. 2014. Gamification is Bullshit. In The Gameful World (1st ed.). The MIT Press.
Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O’Hara, and Dan Dixon. 2011. From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA ’11 (2011), 2425. https://doi.org/10.1145/1979742.1979575 arXiv:11/09 [ACM 978-1-4503-0816-8]
Carl Gustav Jung. 2014. The archetypes and the collective unconscious. Routledge.
David R Krathwohl. 2002. A revision of Bloom’s taxonomy: An overview. Theory into practice 41, 4 (2002), 212–218. https://doi.org/10.1207/s15430421tip4104_2
Gary R Morrison, Steven J Ross, Jennifer R Morrison, and Howard K Kalman. 2019. Designing effective instruction. John Wiley & Sons.
Paula Palomino, Armando Toda, Wilk Oliveira, Luiz Rodrigues, Alexandra Cristea, and Seiji Isotani. 2019. Exploring content game elements to support gamification design in educational systems: narrative and storytelling. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), Vol. 30. 773.
Paula Toledo Palomino, Seiji Isotani, and Lennart Philipp Erik Nacke. 2022. Gamification of Virtual Learning Environments: A Narrative and User Experience Approach. (2022).
Paula T Palomino, Luiz Rodrigues, Alessandra Luz, Armando M Toda, Lennart Nacke, and Seiji Isotani. 2023. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies. Entertainment Computing 47 (2023), 100596.
Paula T Palomino, Armando M Toda, Wilk Oliveira, Alexandra I Cristea, and Seiji Isotani. 2019. Narrative for gamification in education : why should you care ?. In International Conference of Advanced Learning Techniques - Icalt 2019.
Paula T Palomino, Armando M Toda, Wilk Oliveira, Luiz Rodrigues, and Seiji Isotani. 2019. Gamification Journey: A Novel Approach for Classifying Gamer Types for Gamified Educational Systems. In Simpósio Brasileiro de Jogos e Entretenimento Digital 2019 (SBGames 2019).
Paula T Palomino, Armando M Toda, Wilk Oliveira, Luiz Rodrigues, and Seiji Isotani. 2019. Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report. RENOTE-Revista Novas Tecnologias na Educação 17, 3 (2019).
Paula T Palomino, Armando M Toda, Luiz Rodrigues, Wilk Oliveira, Lennart Nacke, and Seiji Isotani. 2023. An ontology for modelling user’profiles and activities in gamified education. Research and Practice in Technology Enhanced Learning 18 (2023).
Marc Prensky. 2003. Digital Game-based Learning. Vol. 1. McGraw-Hill, New York. https://doi.org/10.1145/950566.950596
Luiz Rodrigues, Paula T Palomino, Armando Toda, and Ana Klock. 2023. Storified quizzes in the classroom: a 12-week study in user experience and artificial intelligence courses. Revista Novas Tecnologias na Educação 21, 1 (2023), 221–230.
Sarah Smith-Robbins. 2011. This Game Sucks: How to Improve the Gamification of Education. Educause Review 46, 1 (2011), 58–59. https://doi.org/10.1109/IEMBS.2005.1616259
Armando M Toda, Wilk Oliveira, Ana C Klock, Paula T Palomino, Marcelo Pimenta, Isabela Gasparini, Lei Shi, Ig Bittencourt, Seiji Isotani, and Alexandra I Cristea. 2019. A taxonomy of game elements for gamification in educational contexts: Proposal and evaluation. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT), Vol. 2161. IEEE, 84–88.
Armando M. Toda, Pedro H. D. Valle, and Seiji Isotani. 2018. The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education. In Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions, Alexandra Ioana Cristea, Ig Ibert Bittencourt, and Fernanda Lima (Eds.). Springer International Publishing, Cham, 143–156. https://doi.org/10.1007/978-3-319-97934-2_9
Gustavo F Tondello, Dennis L Kappen, Marim Ganaba, and Lennart E Nacke. 2019. Gameful design heuristics: a gamification inspection tool. In International Conference on Human-Computer Interaction. Springer, 224–244.
Christopher Vogler. 2007. The Writer’s journey. Michael Wiese Productions Studio City, CA.
Steffen P Waltz and Sebastian Deterding. 2015. The Gameful World: Approaches, Issues, Applications. [link].
Ian Bogost. 2014. Gamification is Bullshit. In The Gameful World (1st ed.). The MIT Press.
Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O’Hara, and Dan Dixon. 2011. From Game Design Elements to Gamefulness: Defining "Gamification". Proceedings of the 2011 annual conference extended abstracts on Human factors in computing systems - CHI EA ’11 (2011), 2425. https://doi.org/10.1145/1979742.1979575 arXiv:11/09 [ACM 978-1-4503-0816-8]
Carl Gustav Jung. 2014. The archetypes and the collective unconscious. Routledge.
David R Krathwohl. 2002. A revision of Bloom’s taxonomy: An overview. Theory into practice 41, 4 (2002), 212–218. https://doi.org/10.1207/s15430421tip4104_2
Gary R Morrison, Steven J Ross, Jennifer R Morrison, and Howard K Kalman. 2019. Designing effective instruction. John Wiley & Sons.
Paula Palomino, Armando Toda, Wilk Oliveira, Luiz Rodrigues, Alexandra Cristea, and Seiji Isotani. 2019. Exploring content game elements to support gamification design in educational systems: narrative and storytelling. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE), Vol. 30. 773.
Paula Toledo Palomino, Seiji Isotani, and Lennart Philipp Erik Nacke. 2022. Gamification of Virtual Learning Environments: A Narrative and User Experience Approach. (2022).
Paula T Palomino, Luiz Rodrigues, Alessandra Luz, Armando M Toda, Lennart Nacke, and Seiji Isotani. 2023. Predicting user types with symbolic images: An empirical validation based on two card-sorting studies. Entertainment Computing 47 (2023), 100596.
Paula T Palomino, Armando M Toda, Wilk Oliveira, Alexandra I Cristea, and Seiji Isotani. 2019. Narrative for gamification in education : why should you care ?. In International Conference of Advanced Learning Techniques - Icalt 2019.
Paula T Palomino, Armando M Toda, Wilk Oliveira, Luiz Rodrigues, and Seiji Isotani. 2019. Gamification Journey: A Novel Approach for Classifying Gamer Types for Gamified Educational Systems. In Simpósio Brasileiro de Jogos e Entretenimento Digital 2019 (SBGames 2019).
Paula T Palomino, Armando M Toda, Wilk Oliveira, Luiz Rodrigues, and Seiji Isotani. 2019. Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report. RENOTE-Revista Novas Tecnologias na Educação 17, 3 (2019).
Paula T Palomino, Armando M Toda, Luiz Rodrigues, Wilk Oliveira, Lennart Nacke, and Seiji Isotani. 2023. An ontology for modelling user’profiles and activities in gamified education. Research and Practice in Technology Enhanced Learning 18 (2023).
Marc Prensky. 2003. Digital Game-based Learning. Vol. 1. McGraw-Hill, New York. https://doi.org/10.1145/950566.950596
Luiz Rodrigues, Paula T Palomino, Armando Toda, and Ana Klock. 2023. Storified quizzes in the classroom: a 12-week study in user experience and artificial intelligence courses. Revista Novas Tecnologias na Educação 21, 1 (2023), 221–230.
Sarah Smith-Robbins. 2011. This Game Sucks: How to Improve the Gamification of Education. Educause Review 46, 1 (2011), 58–59. https://doi.org/10.1109/IEMBS.2005.1616259
Armando M Toda, Wilk Oliveira, Ana C Klock, Paula T Palomino, Marcelo Pimenta, Isabela Gasparini, Lei Shi, Ig Bittencourt, Seiji Isotani, and Alexandra I Cristea. 2019. A taxonomy of game elements for gamification in educational contexts: Proposal and evaluation. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT), Vol. 2161. IEEE, 84–88.
Armando M. Toda, Pedro H. D. Valle, and Seiji Isotani. 2018. The Dark Side of Gamification: An Overview of Negative Effects of Gamification in Education. In Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions, Alexandra Ioana Cristea, Ig Ibert Bittencourt, and Fernanda Lima (Eds.). Springer International Publishing, Cham, 143–156. https://doi.org/10.1007/978-3-319-97934-2_9
Gustavo F Tondello, Dennis L Kappen, Marim Ganaba, and Lennart E Nacke. 2019. Gameful design heuristics: a gamification inspection tool. In International Conference on Human-Computer Interaction. Springer, 224–244.
Christopher Vogler. 2007. The Writer’s journey. Michael Wiese Productions Studio City, CA.
Steffen P Waltz and Sebastian Deterding. 2015. The Gameful World: Approaches, Issues, Applications. [link].
Publicado
23/10/2023
Como Citar
PALOMINO, Paula T.; NACKE, Lennart; ISOTANI, Seiji.
Gamificação Narrativa para Engajamento e Personalização: Redefinindo a Experiência do Aprendizado Digital. In: CONCURSO DE TESES E DISSERTAÇÕES - SIMPÓSIO BRASILEIRO DE SISTEMAS MULTIMÍDIA E WEB (WEBMEDIA), 29. , 2023, Ribeirão Preto/SP.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2023
.
p. 27-30.
ISSN 2596-1683.
DOI: https://doi.org/10.5753/webmedia_estendido.2023.233396.