Exploring the impact of gamification and the Flippity tool in teaching Brazilian culture: insights and recommendations
Abstract
Gamification in education makes learning engaging, motivating, and interactive, stimulating active participation and skill development through game elements. In this context, this experiential report aims to describe and reflect on the use of games as an aid in the literacy process in the early years of elementary school, and how the use of the digital tool Flippity can contribute to this process. Besides that, we conducted a bibliographic analysis on the topic to enrich the reflection. The study reveals positive outcomes of using games in children’s literacy education, fostering enjoyable learning experiences. Based on these findings, we offer six recommendations to enhance gamification in literacy teaching to promote effective learning for students.
References
Ahmed, M., Sherwani, Y., Al-Jibury, O., Najim, M., Rabee, R., and Ashraf, M. (2015). Gamification in medical education. Medical education online, 20(1):29536.
Bratel, O., Kostiuk, M., Bratel, S., and Okhrimenko, I. (2021). Student-centered online assesment in foreign language classes. Linguistics and Culture Review, 5(S3):926–941.
da Silva, C. L. M. and Lima, D. A. (2020). Revisao sistematica da literatura a partir dos termos gamificação e jogos serios na educação a distancia. V Workshop em Tecnologias, Linguagens e Midias na Educação, 5(1):481–497.
de Brito Lima, F., Lautert, S. L., and Gomes, A. S. (2022). Learner behaviors associated with uses of resources and learning pathways in blended learning scenarios. Computers & Education, 191:104625.
Ecar, M. and da Silva, J. P. S. (2020). Assessment gamification with fhoment methodology: An action research based case study. In Anais do XXXI Simpósio Brasileiro de Informática na Educação, pages 582–591. SBC.
Fardo, M. L. (2013). A gamificação aplicada em ambientes de aprendizagem. Renote, 11(1).
Fragelli, T. B. O. (2018). Gamificação como um processo de mudança no estilo de ensino aprendizagem no ensino superior: um relato de experiência. Revista Internacional de Educação Superior, 4(1):221–233.
Gil, A. C. (2008). Métodos e técnicas de pesquisa social. 6. ed. Ediitora Atlas SA.
Lima, D. A. and Isotani, S. (2022). Guidelines for google classroom usage as an e-learning tool during covid-19 pandemic based on similarity search. In Anais do XXXIII Simpósio Brasileiro de Informática na Educação, pages 289–300. SBC.
Lima, D. A., Oliveira, C. C., Pestili, L. C., Silva, E. C., Bezerra, M. A., and Lima, H. A. (2017). Uma proposta de sistema de aprendizagem com conteúdo gamificado e com reforço guiado por algoritmos bio-inspirados. Anais do Computer on the Beach, pages 140–149.
Rodrigues, L. and Isotani, S. (2023). When personalized gamification meets computing education: A multidimensional approach to motivate students to learn. In Anais do XXXVI Concurso de Teses e Dissertações, pages 50–59. SBC.
Sendacz, N., Isotani, S., and Lima, D. A. (2022). Literature review on technologies and games that motivated people to practice physical activity during the pandemic. RENOTE, 20(2):280–289.
Severino, A. J. (2017). Metodologia do trabalho científico. Cortez editora.
Silva, L. A. (2022). Gamification and clil: Development communication skills in l2 with the aid of digital tools in the bilingual context. In Anais Estendidos do XXI Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 1076–1080. SBC.
Silveira, M. S. (2020). Badges for all: using gamification to engage hci students. In Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems, pages 1–8.
Soares, A. L., Ferreira, M. E. A., and Lima, D. A. (2021). Experience report and data visualization to evaluate a game programming project aimed for girls using scratch tool. In Anais do XXVII Workshop de Informática na Escola, pages 43–52. SBC.
Tenório, K., Dermeval, D., Challco, G. C., Lemos, B., Nascimento, P., Santos, R., and da Silva, A. P. (2020). An evaluation of the gamanalytics tool: Is the gamification analytics model ready for teachers? In Anais do XXXI Simpósio Brasileiro de Informática na Educação, pages 562–571. SBC.
Toda, A., Klock, A. C. T., Palomino, P. T., Rodrigues, L., Oliveira, W., Stewart, C., Cristea, A. I., Gasparini, I., and Isotani, S. (2020a). Gamicsm: relating education, culture and gamification-a link between worlds. In Proceedings of the 19th Brazilian Symposium on Human Factors in Computing Systems, pages 1–10.
Toda, A. M., Pereira, F. D., Klock, A. C. T., Santos, W. O. d., Palomino, P. T., Rodrigues, L. A. L., Oliveira, E. H. T. d., Gasparini, I., Cristea, A. I., and Isotani, S. (2020b). For whom should we gamify?: Insights on the users’ intentions and context towards gamification in education. Anais.
Valle, P. H. D., Vilela, R. F., and Hernandes, E. C. M. (2020). Does gamification improve the training of software testers? a preliminary study from the industry perspective. In Proceedings of the XIX Brazilian Symposium on Software Quality, pages 1–10.
Vieira, L. d. S. and Oliveira, V. d. X. (2010). A importância dos jogos e brincadeiras para o processo de alfabetização e letramento. Encontro de Produção Científica e Tecnológica–EPTC, 5:1–11.
Wazlawick, R. S. (2009). Metodologia de pesquisa para ciência da computação, volume 2. Elsevier.
