Like a Game: Responsive Gamification in Language Teaching

Detalhes bibliográficos
Autor(a) principal: Leffa, Vilson Jose
Data de Publicação: 2020
Outros Autores: Alves, Carolina Fernandes
Tipo de documento: Artigo
Idioma: por
Título da fonte: Revista Linguagem em Foco (Online)
Texto Completo: https://revistas.uece.br/index.php/linguagememfoco/article/view/3671
Resumo: The transposition of game elements to language teaching, defined as gamification, has aroused the interest of researchers in the area, who see this transposition as a way to promote student's motivation, involvement, and commitment. The aim of this study is to investigate which game elements can be redirected to education and ensure they provide the best results. For this purpose, we use, as methodology, a broad narrative review of previous studies on gamification and responsive design in an attempt to arrive at responsive gamification, seeking to identify the game elements most responsive to the resources available in the teaching context, to the objectives of language teaching and to student’s preferences and styles of learning. After analysing and reflecting on the data generated by these studies, we found results showing a significant difference between peripheral game elements, with little impact on the student's motivation, and intrinsic game elements, capable of empowering the student to overcome difficulties by persisting in the action through trial and error, the essence of gaming and learning.
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spelling Like a Game: Responsive Gamification in Language TeachingComo um Jogo: Gamificação Responsiva no Ensino de LínguasGamificaçãoDesign ResponsivoEnsino de LínguasAprendizagem AtivaGamificationResponsive DesignLanguage TeachingActive LearningThe transposition of game elements to language teaching, defined as gamification, has aroused the interest of researchers in the area, who see this transposition as a way to promote student's motivation, involvement, and commitment. The aim of this study is to investigate which game elements can be redirected to education and ensure they provide the best results. For this purpose, we use, as methodology, a broad narrative review of previous studies on gamification and responsive design in an attempt to arrive at responsive gamification, seeking to identify the game elements most responsive to the resources available in the teaching context, to the objectives of language teaching and to student’s preferences and styles of learning. After analysing and reflecting on the data generated by these studies, we found results showing a significant difference between peripheral game elements, with little impact on the student's motivation, and intrinsic game elements, capable of empowering the student to overcome difficulties by persisting in the action through trial and error, the essence of gaming and learning.A transposição de elementos característicos do jogo para o ensino de línguas, definida como gamificação, tem despertado o interesse dos pesquisadores da área, que veem nessa transposição uma maneira de promover a motivação, envolvimento e empenho do aluno. O objetivo deste estudo é investigar quais são os elementos dos jogos que podem ser redirecionados para a educação com possibilidade de propiciar os melhores resultados. Para isso, usamos como metodologia uma revisão narrativa ampliada de estudos anteriores sobre gamificação e design responsivo na tentativa de chegar à gamificação responsiva, procurando identificar os elementos lúdicos mais responsivos aos recursos disponíveis no contexto de ensino, aos objetivos do ensino de línguas e às preferências e estilos de aprendizagem dos alunos. Após a análise e reflexão dos dados gerados por esses estudos, os resultados mostraram uma diferença significativa entre elementos lúdicos periféricos, com pouco impacto na motivação do aluno, e os elementos lúdicos intrínsecos, capazes de propiciar ao aluno a superação das dificuldades pela persistência na ação, essência do jogo e da aprendizagem.EdUECE2020-09-21info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfapplication/epub+ziphttps://revistas.uece.br/index.php/linguagememfoco/article/view/367110.46230/2674-8266-12-3671Revista Linguagem em Foco; Vol. 12 No. 2 (2020): Linguagens e tecnologia: ideias e debates sobre apropriação tecnológica na escola contemporânea; 207-226Revista Linguagem em Foco; v. 12 n. 2 (2020): Linguagens e tecnologia: ideias e debates sobre apropriação tecnológica na escola contemporânea; 207-2262674-82662176-7955reponame:Revista Linguagem em Foco (Online)instname:Universidade Estadual do Ceará (UECE)instacron:UECEporhttps://revistas.uece.br/index.php/linguagememfoco/article/view/3671/3462https://revistas.uece.br/index.php/linguagememfoco/article/view/3671/3463Copyright (c) 2020 Vilson Jose Leffa, Carolina Fernandes Alvesinfo:eu-repo/semantics/openAccessLeffa, Vilson JoseAlves, Carolina Fernandes2021-03-23T17:45:01Zoai:ojs.revistas.uece.br:article/3671Revistahttps://revistas.uece.br/index.php/linguagememfocoPUBhttps://revistas.uece.br/index.php/linguagememfoco/oailinguagememfoco@uece.br||2674-82662176-7955opendoar:2021-03-23T17:45:01Revista Linguagem em Foco (Online) - Universidade Estadual do Ceará (UECE)false
dc.title.none.fl_str_mv Like a Game: Responsive Gamification in Language Teaching
Como um Jogo: Gamificação Responsiva no Ensino de Línguas
title Like a Game: Responsive Gamification in Language Teaching
spellingShingle Like a Game: Responsive Gamification in Language Teaching
Leffa, Vilson Jose
Gamificação
Design Responsivo
Ensino de Línguas
Aprendizagem Ativa
Gamification
Responsive Design
Language Teaching
Active Learning
title_short Like a Game: Responsive Gamification in Language Teaching
title_full Like a Game: Responsive Gamification in Language Teaching
title_fullStr Like a Game: Responsive Gamification in Language Teaching
title_full_unstemmed Like a Game: Responsive Gamification in Language Teaching
title_sort Like a Game: Responsive Gamification in Language Teaching
author Leffa, Vilson Jose
author_facet Leffa, Vilson Jose
Alves, Carolina Fernandes
author_role author
author2 Alves, Carolina Fernandes
author2_role author
dc.contributor.author.fl_str_mv Leffa, Vilson Jose
Alves, Carolina Fernandes
dc.subject.por.fl_str_mv Gamificação
Design Responsivo
Ensino de Línguas
Aprendizagem Ativa
Gamification
Responsive Design
Language Teaching
Active Learning
topic Gamificação
Design Responsivo
Ensino de Línguas
Aprendizagem Ativa
Gamification
Responsive Design
Language Teaching
Active Learning
description The transposition of game elements to language teaching, defined as gamification, has aroused the interest of researchers in the area, who see this transposition as a way to promote student's motivation, involvement, and commitment. The aim of this study is to investigate which game elements can be redirected to education and ensure they provide the best results. For this purpose, we use, as methodology, a broad narrative review of previous studies on gamification and responsive design in an attempt to arrive at responsive gamification, seeking to identify the game elements most responsive to the resources available in the teaching context, to the objectives of language teaching and to student’s preferences and styles of learning. After analysing and reflecting on the data generated by these studies, we found results showing a significant difference between peripheral game elements, with little impact on the student's motivation, and intrinsic game elements, capable of empowering the student to overcome difficulties by persisting in the action through trial and error, the essence of gaming and learning.
publishDate 2020
dc.date.none.fl_str_mv 2020-09-21
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://revistas.uece.br/index.php/linguagememfoco/article/view/3671
10.46230/2674-8266-12-3671
url https://revistas.uece.br/index.php/linguagememfoco/article/view/3671
identifier_str_mv 10.46230/2674-8266-12-3671
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://revistas.uece.br/index.php/linguagememfoco/article/view/3671/3462
https://revistas.uece.br/index.php/linguagememfoco/article/view/3671/3463
dc.rights.driver.fl_str_mv Copyright (c) 2020 Vilson Jose Leffa, Carolina Fernandes Alves
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2020 Vilson Jose Leffa, Carolina Fernandes Alves
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/epub+zip
dc.publisher.none.fl_str_mv EdUECE
publisher.none.fl_str_mv EdUECE
dc.source.none.fl_str_mv Revista Linguagem em Foco; Vol. 12 No. 2 (2020): Linguagens e tecnologia: ideias e debates sobre apropriação tecnológica na escola contemporânea; 207-226
Revista Linguagem em Foco; v. 12 n. 2 (2020): Linguagens e tecnologia: ideias e debates sobre apropriação tecnológica na escola contemporânea; 207-226
2674-8266
2176-7955
reponame:Revista Linguagem em Foco (Online)
instname:Universidade Estadual do Ceará (UECE)
instacron:UECE
instname_str Universidade Estadual do Ceará (UECE)
instacron_str UECE
institution UECE
reponame_str Revista Linguagem em Foco (Online)
collection Revista Linguagem em Foco (Online)
repository.name.fl_str_mv Revista Linguagem em Foco (Online) - Universidade Estadual do Ceará (UECE)
repository.mail.fl_str_mv linguagememfoco@uece.br||
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