2015
DOI: 10.11606/issn.2178-2075.v6i2p44-65
|View full text |Cite
|
Sign up to set email alerts
|

Abstract: <p class="western" align="justify"><span style="color: #000000;"><span style="font-family: 'Times New Roman', serif;"><span>Situando-se as pesquisas de gamificação – entendida como </span></span></span><span style="color: #00000a;"><span style="font-family: 'Times New Roman', serif;"><span>a utilização de elementos de </span></span></span><span style="color: #00000a;"><span style="font-family: 'Times New Roman', serif;">&… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
4
0
11

Year Published

2018
2018
2024
2024

Publication Types

Select...
6

Relationship

0
6

Authors

Journals

citations
Cited by 15 publications
(15 citation statements)
references
References 4 publications
0
4
0
11
Order By: Relevance
“…Regarding the gamification elements applied, similarities are observed in relation to the findings of studies that investigated the gamification techniques most used in different VLE (15) , as well as those that present the most prevalent in the areas of Education and Health (26) . It is noticed that the elements of game progression, points, feedback, ranking, levels and emblems have been commonly adopted in educational strategies (15,26) .…”
Section: Discussionmentioning
confidence: 71%
“…Regarding the gamification elements applied, similarities are observed in relation to the findings of studies that investigated the gamification techniques most used in different VLE (15) , as well as those that present the most prevalent in the areas of Education and Health (26) . It is noticed that the elements of game progression, points, feedback, ranking, levels and emblems have been commonly adopted in educational strategies (15,26) .…”
Section: Discussionmentioning
confidence: 71%
“…Recently, this technology has been used based on the concepts of gamification. Games developed for specific purposes have goals that go beyond fun, and are intended to broaden the engagement, participation and learning of individuals also in other contexts (17,19) .…”
Section: Discussionmentioning
confidence: 99%
“…Thus, players can reflect on their existing vocal care skills and perhaps learn something new. In addition to the gamification premise, elements, mechanisms, and dynamics common to games, such as sounds, animations, challenge levels, score, and final performance, have been added to this instrument (18,19) . Thus, players have real time return for each of their actions in the game and know their overall performance in the quiz.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Neste processo, encontramos o uso de mecânicas e dinâmicas de jogos com o objetivo de levar pessoas para um maior engajamento, resolução dos problemas e aprendizado mais facilitado, motivados por ações comportamentais fora do contexto de jogos, de fatores como curiosidades dos alunos, desafios sugeridos nos jogos, nas recompensas, entre outros atrativos próprios dos jogos, uma vez que os seres humanos são fortemente atraídos pelos jogos eletrônicos ou analógicos. Nestes termos, na educação a distância, os objetivos são as estimulações de motivações intrínsecas, onde a relação ensino aprendizado deve ocorrer espontaneamente por meio de brincadeiras, intermediadas e integradas entre a teoria e a prática (Seabra, 2010;Costa & Marchiori, 2016)…”
Section: Gamificaçãounclassified