Game Design: Gamified platform as a technological innovation in education
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | DATJournal |
Texto Completo: | https://datjournal.anhembi.br/dat/article/view/481 |
Resumo: | The use of gamified platforms has been discussed in education, especially with remote teaching as a complement to learning. Therefore, the research problem was identified: how is the use of gamified platforms seen in online education, especially in basic education, and what are the most used game mechanisms? Thus, game design presents its relevance through its elements and mechanisms, and in the user experience. This paper aims to investigate the literature and map gamified platforms. The methodological procedure, characterized as exploratory, presents a literature review to understand the use of gamification in education and an analysis of similar ones. The results point out gamification as a trend, although emerging in education, besides there are gaps such as: need for application of interaction elements in education; user experience research; and long-term studies. This article may benefit educators looking for gamified platforms, and professionals in the development/improvement of these tools. |
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Game Design: Gamified platform as a technological innovation in educationGame Design: Plataforma gamificada como innovación tecnológica en educaciónGame Design: Plataforma gamificada como inovação tecnológica na educaçãogame designplataforma gamificadainovação tecnológicaeducação on-lineensino básicogame designgamified platformtechnological innovationonline educationbasic educationPlataforma GamificadaInnovación TecnológicaEducación en LíneaEducación BásicaThe use of gamified platforms has been discussed in education, especially with remote teaching as a complement to learning. Therefore, the research problem was identified: how is the use of gamified platforms seen in online education, especially in basic education, and what are the most used game mechanisms? Thus, game design presents its relevance through its elements and mechanisms, and in the user experience. This paper aims to investigate the literature and map gamified platforms. The methodological procedure, characterized as exploratory, presents a literature review to understand the use of gamification in education and an analysis of similar ones. The results point out gamification as a trend, although emerging in education, besides there are gaps such as: need for application of interaction elements in education; user experience research; and long-term studies. This article may benefit educators looking for gamified platforms, and professionals in the development/improvement of these tools.Se ha discutido el uso de plataformas gamificadas en la educación, especialmente con la enseñanza a distancia como complemento del aprendizaje. Por tanto, se identificó el problema de investigación: ¿cómo se ve el uso de las plataformas gamificadas en la educación en línea, especialmente en la educación básica, y cuáles son los mecanismos de juego más utilizados? Así, el diseño de juegos presenta su relevancia a través de sus elementos y mecanismos, y en la experiencia del usuario. Este artículo tiene como objetivo investigar la literatura y mapear las plataformas gamificadas. El procedimiento metodológico, caracterizado como exploratorio, presenta una revisión bibliográfica para comprender el uso de la gamificación en la educación y un análisis de similares. Los resultados apuntan a la gamificación como tendencia, aunque incipiente en la educación, además de lagunas como: necesidad de aplicar elementos de interacción en la educación; encuestas de experiencia de usuario; y estudios a largo plazo. Este artículo puede beneficiar a los educadores que buscan plataformas gamificadas y profesionales en el desarrollo/mejora de estas herramientas.O uso de plataformas gamificadas tem sido discutido na educação, principalmente com o ensino remoto como complemento da aprendizagem. Logo, identificou-se o problema de pesquisa: como é visto o uso de plataformas gamificadas na educação on-line, sobretudo no ensino básico, e quais os mecanismos de jogos mais utilizados? Assim, o game design apresenta sua relevância mediante seus elementos e mecanismos, e na experiência do usuário. Este artigo objetiva investigar a literatura e mapear plataformas gamificadas. O procedimento metodológico, caracterizado como exploratório, apresenta uma revisão da literatura para compreender o uso da gamificação na educação e uma análise de similares. Os resultados apontam a gamificação como tendência, embora emergente na educação, além de existirem lacunas como: necessidade de aplicação dos elementos de interação na educação; pesquisas de experiência do usuário; e estudos a longo prazo. Este artigo pode beneficiar educadores que buscam por plataformas gamificadas, e profissionais no desenvolvimento/aprimoramento dessas ferramentas.Universidade Anhambi Murumbi2022-03-23info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://datjournal.anhembi.br/dat/article/view/48110.29147/datjournal.v7i1.481DAT Journal; Vol. 7 No. 1 (2022): Art, Design and Technology + UFAM Dossier; 291-306DAT Journal; Vol. 7 Núm. 1 (2022): Arte, Diseño y Tecnología + Dossier UFAM; 291-306DAT Journal; v. 7 n. 1 (2022): Arte, Design e Tecnologia + Dossiê UFAM; 291-3062526-178910.29147/datjournal.v7i1reponame:DATJournalinstname:Universidade Anhembi Morumbi (ANHEMBI)instacron:ANHEMBIporhttps://datjournal.anhembi.br/dat/article/view/481/405Copyright (c) 2022 DAT Journalhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccess Andrade, Bruna Raphaela Ferreira deRuschival, Claudete BarbosaRocha, Augusto Cesar Barreto2022-03-29T12:15:42Zoai:ojs.datjournal.anhembi.br:article/481Revistahttps://datjournal.anhembi.br/datPUBhttps://datjournal.anhembi.br/dat/oai||ppgdesign@anhembi.br2526-17892526-1789opendoar:2022-03-29T12:15:42DATJournal - Universidade Anhembi Morumbi (ANHEMBI)false |
dc.title.none.fl_str_mv |
Game Design: Gamified platform as a technological innovation in education Game Design: Plataforma gamificada como innovación tecnológica en educación Game Design: Plataforma gamificada como inovação tecnológica na educação |
title |
Game Design: Gamified platform as a technological innovation in education |
spellingShingle |
Game Design: Gamified platform as a technological innovation in education Andrade, Bruna Raphaela Ferreira de game design plataforma gamificada inovação tecnológica educação on-line ensino básico game design gamified platform technological innovation online education basic education Plataforma Gamificada Innovación Tecnológica Educación en Línea Educación Básica |
title_short |
Game Design: Gamified platform as a technological innovation in education |
title_full |
Game Design: Gamified platform as a technological innovation in education |
title_fullStr |
Game Design: Gamified platform as a technological innovation in education |
title_full_unstemmed |
Game Design: Gamified platform as a technological innovation in education |
title_sort |
Game Design: Gamified platform as a technological innovation in education |
author |
Andrade, Bruna Raphaela Ferreira de |
author_facet |
Andrade, Bruna Raphaela Ferreira de Ruschival, Claudete Barbosa Rocha, Augusto Cesar Barreto |
author_role |
author |
author2 |
Ruschival, Claudete Barbosa Rocha, Augusto Cesar Barreto |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Andrade, Bruna Raphaela Ferreira de Ruschival, Claudete Barbosa Rocha, Augusto Cesar Barreto |
dc.subject.por.fl_str_mv |
game design plataforma gamificada inovação tecnológica educação on-line ensino básico game design gamified platform technological innovation online education basic education Plataforma Gamificada Innovación Tecnológica Educación en Línea Educación Básica |
topic |
game design plataforma gamificada inovação tecnológica educação on-line ensino básico game design gamified platform technological innovation online education basic education Plataforma Gamificada Innovación Tecnológica Educación en Línea Educación Básica |
description |
The use of gamified platforms has been discussed in education, especially with remote teaching as a complement to learning. Therefore, the research problem was identified: how is the use of gamified platforms seen in online education, especially in basic education, and what are the most used game mechanisms? Thus, game design presents its relevance through its elements and mechanisms, and in the user experience. This paper aims to investigate the literature and map gamified platforms. The methodological procedure, characterized as exploratory, presents a literature review to understand the use of gamification in education and an analysis of similar ones. The results point out gamification as a trend, although emerging in education, besides there are gaps such as: need for application of interaction elements in education; user experience research; and long-term studies. This article may benefit educators looking for gamified platforms, and professionals in the development/improvement of these tools. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-03-23 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://datjournal.anhembi.br/dat/article/view/481 10.29147/datjournal.v7i1.481 |
url |
https://datjournal.anhembi.br/dat/article/view/481 |
identifier_str_mv |
10.29147/datjournal.v7i1.481 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://datjournal.anhembi.br/dat/article/view/481/405 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2022 DAT Journal https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2022 DAT Journal https://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade Anhambi Murumbi |
publisher.none.fl_str_mv |
Universidade Anhambi Murumbi |
dc.source.none.fl_str_mv |
DAT Journal; Vol. 7 No. 1 (2022): Art, Design and Technology + UFAM Dossier; 291-306 DAT Journal; Vol. 7 Núm. 1 (2022): Arte, Diseño y Tecnología + Dossier UFAM; 291-306 DAT Journal; v. 7 n. 1 (2022): Arte, Design e Tecnologia + Dossiê UFAM; 291-306 2526-1789 10.29147/datjournal.v7i1 reponame:DATJournal instname:Universidade Anhembi Morumbi (ANHEMBI) instacron:ANHEMBI |
instname_str |
Universidade Anhembi Morumbi (ANHEMBI) |
instacron_str |
ANHEMBI |
institution |
ANHEMBI |
reponame_str |
DATJournal |
collection |
DATJournal |
repository.name.fl_str_mv |
DATJournal - Universidade Anhembi Morumbi (ANHEMBI) |
repository.mail.fl_str_mv |
||ppgdesign@anhembi.br |
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1797239921802477568 |