Game Design: Gamified platform as a technological innovation in education

Detalhes bibliográficos
Autor(a) principal: Andrade, Bruna Raphaela Ferreira de
Data de Publicação: 2022
Outros Autores: Ruschival, Claudete Barbosa, Rocha, Augusto Cesar Barreto
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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spelling 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
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instname_str Universidade Anhembi Morumbi (ANHEMBI)
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reponame_str DATJournal
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repository.name.fl_str_mv DATJournal - Universidade Anhembi Morumbi (ANHEMBI)
repository.mail.fl_str_mv ||ppgdesign@anhembi.br
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