Gamification and Education: Conceptualization, State of the Art and Research Agenda

Detalhes bibliográficos
Autor(a) principal: Cieslak, Igor de Albuquerque
Data de Publicação: 2020
Outros Autores: Mourão, Keila Renata Moreira, Paixão, Antônio Jorge Paraense da
Tipo de documento: Artigo
Idioma: por
Título da fonte: Tear: Revista de Educação Ciência e Tecnologia
Texto Completo: https://periodicos.ifrs.edu.br/index.php/tear/article/view/3636
Resumo: Abstract: The games are a reality in today's world, they are part of people's lives, especially children and young people. The gamification as an educational function is an excellent alternative method to facilitate the teaching-learning process of the student, for being a motivating and active methodology, with positive results in all the articles reviewed that applied methodologies regarding gamification in the school environment. To do so, this article underlines the need to reach the state of the art of gamification combined with education. Laboriously, the state of the art was reached with its own methodology based on three questions to be answered with the aid of 22 reviewed studies. The questions to be answered were: (a) what is the conceptualization of gamification? (b) How important is it to research gamification in the educational context?, and (c) why should gamification be used as a didactic resource in education? The first criterion places the reader on the origin and conception of gamification. The importance of researching gamification indicates what makes the subject relevant within the academic world. The last question reveals why gamification is used as a didactic resource in education. In order to achieve the state of the art in the area, it was necessary to take advantage of the selection of indexed journals, especially as articles on CAPES/MEC journals directory platform, including articles in any year and any language. It was used for searching the combination of the term "gamification" and the terms "education" and "teaching", as well as their derivatives (e.g. teaching-learning, teaching resource). Keywords: Gamification. Education. State of the art.
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spelling Gamification and Education: Conceptualization, State of the Art and Research AgendaGamificación y educación: concepto, estado del arte y agenda de investigaciónGamificação e educação: conceituação, estado da arte e agenda de pesquisaAbstract: The games are a reality in today's world, they are part of people's lives, especially children and young people. The gamification as an educational function is an excellent alternative method to facilitate the teaching-learning process of the student, for being a motivating and active methodology, with positive results in all the articles reviewed that applied methodologies regarding gamification in the school environment. To do so, this article underlines the need to reach the state of the art of gamification combined with education. Laboriously, the state of the art was reached with its own methodology based on three questions to be answered with the aid of 22 reviewed studies. The questions to be answered were: (a) what is the conceptualization of gamification? (b) How important is it to research gamification in the educational context?, and (c) why should gamification be used as a didactic resource in education? The first criterion places the reader on the origin and conception of gamification. The importance of researching gamification indicates what makes the subject relevant within the academic world. The last question reveals why gamification is used as a didactic resource in education. In order to achieve the state of the art in the area, it was necessary to take advantage of the selection of indexed journals, especially as articles on CAPES/MEC journals directory platform, including articles in any year and any language. It was used for searching the combination of the term "gamification" and the terms "education" and "teaching", as well as their derivatives (e.g. teaching-learning, teaching resource). Keywords: Gamification. Education. State of the art. Resumen: Los juegos son una realidad en el mundo de hoy, son parte de la vida de las personas, especialmente niños y jóvenes. La gamificación como función educativa es un método alternativo excelente para proporcionar enseñanza y aprendizaje al alumno, ya que es una metodología activa y motivadora, con resultados positivos en todos los artículos revisados ??que aplican metodologías con gamificación en el entorno escolar. Por lo tanto, es necesario alcanzar el estado del arte de la gamificación combinada con la educación, siendo uno de los ámbitos de este artículo. Laboriosamente, se logró el estado del arte con su propia metodología, fundada en tres preguntas que se responderán con la ayuda de 22 investigaciones revisadas. Las preguntas a responder son: (a) ¿cuál es el concepto de gamificación?, (B) ¿cuál es la importancia de investigar la gamificación en el contexto educativo? Y (c) ¿por qué debería usarse la gamificación como un recurso didáctico en la educación? El primer criterio coloca al lector en el origen y la conceptualización de la gamificación. La importancia de investigar la gamificación indica qué hace que el tema sea relevante dentro del mundo académico. La última pregunta revela por qué la gamificación se usa como recurso didáctico en la educación. Para lograr el estado del arte en el área, fue necesario aprovechar la selección de revistas indexadas de la plataforma de directorio de revistas CAPES / MEC, que aloja artículos de cualquier año y en cualquier idioma. Utilizamos la combinación del término "gamificación" con los términos "educación" y "enseñanza", así como sus derivados (por ejemplo, enseñanza-aprendizaje, recurso didáctico).      Resumo: Os games são uma realidade do mundo atual, fazem parte da vida das pessoas, em especial das crianças e dos jovens. A gamificação enquanto função educativa é um excelente método alternativo para propiciar o ensino-aprendizagem do educando, por ser uma metodologia ativa e motivadora, com resultados positivos em todos os artigos revisados que aplicaram metodologias com gamificação no ambiente escolar. Desta forma, o presente artigo destaca a necessidade de se chegar ao estado da arte da gamificação combinada com a educação. Laboriosamente, o estado da arte foi alcançado com metodologia própria, fundada em três indagações a serem respondidas com auxílio de 22 pesquisas revisadas. As citadas indagações a serem respondidas são: (a) qual a conceituação de gamificação? (b) qual importância de pesquisar a gamificação no contexto educacional? e (c) por que a gamificação deve ser utilizada como recurso didático na educação? O primeiro critério situa o leitor quanto à origem e a conceituação da gamificação. A importância de pesquisar a gamificação indica o que torna o assunto relevante dentro do mundo acadêmico. O último questionamento revela o porquê a gamificação é utilizada como recurso didático na educação. Para atingir o estado da arte na área, foi necessário tirar proveito da seleção de periódicos indexados na forma de artigo da plataforma de diretórios de periódicos CAPES/MEC, acolhendo artigos de qualquer ano e de qualquer idioma. Foi utilizada nas buscas a combinação do termo “gamificação” aos termos “educação” e “ensino”, assim como seus derivados (ex.: ensino-aprendizagem e recurso didático). Palavras-chave: Gamificação. Educação. Estado da arte.Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul2020-07-03info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://periodicos.ifrs.edu.br/index.php/tear/article/view/363610.35819/tear.v9.n1.a3636#Tear: Journal of Education, Science and Technology; Vol. 9 No. 1 (2020): SOCIOSCIENTIFIC CONTROVERSIES ON THE INTERDISCIPLINARY PERSPECTIVE FOR TEACHER TRAINING#Tear Revista de Educación, Ciencia y Tecnología; Vol. 9 Núm. 1 (2020): CONTROVERSIAS SOCIOCIENTÍFICAS EN LA PERSPECTIVA INTERDISCIPLINARIA DE FORMACIÓN DE PROFESORES#Tear: Revista de Educação, Ciência e Tecnologia; v. 9 n. 1 (2020): CONTROVÉRSIAS SOCIOCIENTÍFICAS NA PERSPECTIVA INTERDISCIPLINAR DE FORMAÇÃO DE PROFESSORES2238-807910.35819/tear.v9.n1reponame:Tear: Revista de Educação Ciência e Tecnologiainstname:Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul (IFRS)instacron:IFRSporhttps://periodicos.ifrs.edu.br/index.php/tear/article/view/3636/2685Copyright (c) 2020 #Tear: Revista de Educação, Ciência e Tecnologiainfo:eu-repo/semantics/openAccessCieslak, Igor de AlbuquerqueMourão, Keila Renata MoreiraPaixão, Antônio Jorge Paraense da2020-07-13T13:00:36Zoai:ojs2.periodicos.ifrs.edu.br:article/3636Revistahttps://periodicos.ifrs.edu.br/index.php/tearPUBhttps://periodicos.ifrs.edu.br/index.php/tear/oai||tear@canoas.ifrs.edu.br2238-80792238-8079opendoar:2020-07-13T13:00:36Tear: Revista de Educação Ciência e Tecnologia - Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul (IFRS)false
dc.title.none.fl_str_mv Gamification and Education: Conceptualization, State of the Art and Research Agenda
Gamificación y educación: concepto, estado del arte y agenda de investigación
Gamificação e educação: conceituação, estado da arte e agenda de pesquisa
title Gamification and Education: Conceptualization, State of the Art and Research Agenda
spellingShingle Gamification and Education: Conceptualization, State of the Art and Research Agenda
Cieslak, Igor de Albuquerque
title_short Gamification and Education: Conceptualization, State of the Art and Research Agenda
title_full Gamification and Education: Conceptualization, State of the Art and Research Agenda
title_fullStr Gamification and Education: Conceptualization, State of the Art and Research Agenda
title_full_unstemmed Gamification and Education: Conceptualization, State of the Art and Research Agenda
title_sort Gamification and Education: Conceptualization, State of the Art and Research Agenda
author Cieslak, Igor de Albuquerque
author_facet Cieslak, Igor de Albuquerque
Mourão, Keila Renata Moreira
Paixão, Antônio Jorge Paraense da
author_role author
author2 Mourão, Keila Renata Moreira
Paixão, Antônio Jorge Paraense da
author2_role author
author
dc.contributor.author.fl_str_mv Cieslak, Igor de Albuquerque
Mourão, Keila Renata Moreira
Paixão, Antônio Jorge Paraense da
description Abstract: The games are a reality in today's world, they are part of people's lives, especially children and young people. The gamification as an educational function is an excellent alternative method to facilitate the teaching-learning process of the student, for being a motivating and active methodology, with positive results in all the articles reviewed that applied methodologies regarding gamification in the school environment. To do so, this article underlines the need to reach the state of the art of gamification combined with education. Laboriously, the state of the art was reached with its own methodology based on three questions to be answered with the aid of 22 reviewed studies. The questions to be answered were: (a) what is the conceptualization of gamification? (b) How important is it to research gamification in the educational context?, and (c) why should gamification be used as a didactic resource in education? The first criterion places the reader on the origin and conception of gamification. The importance of researching gamification indicates what makes the subject relevant within the academic world. The last question reveals why gamification is used as a didactic resource in education. In order to achieve the state of the art in the area, it was necessary to take advantage of the selection of indexed journals, especially as articles on CAPES/MEC journals directory platform, including articles in any year and any language. It was used for searching the combination of the term "gamification" and the terms "education" and "teaching", as well as their derivatives (e.g. teaching-learning, teaching resource). Keywords: Gamification. Education. State of the art.
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dc.relation.none.fl_str_mv https://periodicos.ifrs.edu.br/index.php/tear/article/view/3636/2685
dc.rights.driver.fl_str_mv Copyright (c) 2020 #Tear: Revista de Educação, Ciência e Tecnologia
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2020 #Tear: Revista de Educação, Ciência e Tecnologia
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dc.publisher.none.fl_str_mv Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul
publisher.none.fl_str_mv Instituto Federal de Educação, Ciência e Tecnologia do Rio Grande do Sul
dc.source.none.fl_str_mv #Tear: Journal of Education, Science and Technology; Vol. 9 No. 1 (2020): SOCIOSCIENTIFIC CONTROVERSIES ON THE INTERDISCIPLINARY PERSPECTIVE FOR TEACHER TRAINING
#Tear Revista de Educación, Ciencia y Tecnología; Vol. 9 Núm. 1 (2020): CONTROVERSIAS SOCIOCIENTÍFICAS EN LA PERSPECTIVA INTERDISCIPLINARIA DE FORMACIÓN DE PROFESORES
#Tear: Revista de Educação, Ciência e Tecnologia; v. 9 n. 1 (2020): CONTROVÉRSIAS SOCIOCIENTÍFICAS NA PERSPECTIVA INTERDISCIPLINAR DE FORMAÇÃO DE PROFESSORES
2238-8079
10.35819/tear.v9.n1
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