Anais Dos Workshops Do v Congresso Brasileiro De Informática Na Educação (CBIE 2016) 2016
DOI: 10.5753/cbie.wcbie.2016.81
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Explorando o Impacto da Gamificação na Redução do Gaming the System em um Ambiente Virtual de Aprendizagem

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Cited by 6 publications
(6 citation statements)
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“…However, some problems arisen in the course of the experiment. A few students were completely demotivated, others engaged excessively to the point where they did not want to deal with the other course subjects, and there were some conflicts between colleagues because of the high level of involvement with the characters and the story (which some authors call gaming the system [Pedro and Isotani 2016]). Because of this, although they were working around problems, the overload on the lecturer became greater than in a traditional classroom.…”
Section: Resultsmentioning
confidence: 99%
“…However, some problems arisen in the course of the experiment. A few students were completely demotivated, others engaged excessively to the point where they did not want to deal with the other course subjects, and there were some conflicts between colleagues because of the high level of involvement with the characters and the story (which some authors call gaming the system [Pedro and Isotani 2016]). Because of this, although they were working around problems, the overload on the lecturer became greater than in a traditional classroom.…”
Section: Resultsmentioning
confidence: 99%
“…al., 2015), ensino fundamental (Seixas et. al., 2014;Pedro et. al., 2016), formulário compartilhado com o público (Lopes et.…”
Section: Figura 2 Estudos Classificados Pela Base Empíricaunclassified
“…Another example of work involving gamified educational platforms is Pedro and Isotani ( 2016 ). In this study, a gamified educational environment is presented, called E-Game, which aims to reduce inappropriate behaviors called gaming the system (Cetintas et al, 2009 ), a behavior that consists of attempting to succeed in an interactive learning environment by exploiting properties of the system rather than by learning the material.…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, behavioral and motivational differences between genders were detected since boys showed a higher level of engagement in the gamified environment when compared to the girls’ level of engagement, and this occurred because of the presence of a feeling of incapacity in girls inserted into these environments. The article (Pedro & Isotani, 2016 ) is highly relevant because it allows us to think and consider the presence of the Stereotype Threat in gamified educational systems because of this disparity detected between the genres.…”
Section: Introductionmentioning
confidence: 99%