Approaches for using gamification as an active methodology in virtual learning environments in distance higher education
Autor(a) principal: | |
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Data de Publicação: | 2021 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | Research, Society and Development |
Texto Completo: | https://rsdjournal.org/index.php/rsd/article/view/14650 |
Resumo: | This research proposes to contribute, for the use of gamification in the teacher's practice in higher education in the distance modality, as an active and favorable methodological approach in order to assist the teachers in their actions to transmit knowledge in a clear and efficient way, bringing to the student a meaningful, dynamic, interactive and interesting learning that involves him in the construction of his learning. In the educational scenario, innovating knowledge in the teaching / learning process is what the education system aims for in the new technological context. In this way, it is perceived the lack of teachers regarding the use of active methodologies with different knowledge conditions, making the virtual environment just a content platform. This article aims to produce a study on the main techniques, approaches and tools for the use of gamification in Virtual Learning Environments (VLE) in Higher Education in Distance Education (EAD). The study had a bibliographic search, with exploratory readings, describing the contents in a qualitative way. The reading bases used for the study were Google Scholar, Scielo and Capes open journals. In the data presented, there was an absence of continued training for teachers working in higher education institutions in distance education. Specifically, gamification, with little or almost nothing applied in the practice of teachers, as well, it was realized how much the use of educational game techniques in pedagogical practice in AVA can improve teaching and learning, making teacher and students protagonists in deconstruction and building new knowledge in the face of the new perspective of citizens that the world wants. |
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Approaches for using gamification as an active methodology in virtual learning environments in distance higher educationEnfoques para utilizar la gamificación como metodología activa en entornos virtuales de aprendizaje en la educación superior a distanciaAbordagens para uso da gamificação como metodologia ativa em ambientes virtuais de aprendizagem no ensino superior à distânciaGamificaçãoEducação a distânciaAmbiente virtual de aprendizagemPráticas pedagógicasMetodologias ativas.GamificationDistance educationVirtual learning environmentPedagogical practicesActive methodologies.GamificaciónEducación a distanciaAmbiente de aprendizaje virtualPrácticas pedagógicasMetodologías activas.This research proposes to contribute, for the use of gamification in the teacher's practice in higher education in the distance modality, as an active and favorable methodological approach in order to assist the teachers in their actions to transmit knowledge in a clear and efficient way, bringing to the student a meaningful, dynamic, interactive and interesting learning that involves him in the construction of his learning. In the educational scenario, innovating knowledge in the teaching / learning process is what the education system aims for in the new technological context. In this way, it is perceived the lack of teachers regarding the use of active methodologies with different knowledge conditions, making the virtual environment just a content platform. This article aims to produce a study on the main techniques, approaches and tools for the use of gamification in Virtual Learning Environments (VLE) in Higher Education in Distance Education (EAD). The study had a bibliographic search, with exploratory readings, describing the contents in a qualitative way. The reading bases used for the study were Google Scholar, Scielo and Capes open journals. In the data presented, there was an absence of continued training for teachers working in higher education institutions in distance education. Specifically, gamification, with little or almost nothing applied in the practice of teachers, as well, it was realized how much the use of educational game techniques in pedagogical practice in AVA can improve teaching and learning, making teacher and students protagonists in deconstruction and building new knowledge in the face of the new perspective of citizens that the world wants.Esta investigación se propone contribuir, para el uso de la gamificación en la práctica docente en la educación superior en la modalidad a distancia, como un enfoque metodológico activo y favorable para asistir a los docentes en sus acciones para transmitir conocimientos de manera clara y eficiente, aportando para el alumno un aprendizaje significativo, dinámico, interactivo e interesante que lo involucra en la construcción de su aprendizaje. En el escenario educativo, innovar el conocimiento en el proceso de enseñanza / aprendizaje es lo que busca el sistema educativo en el nuevo contexto tecnológico. De esta forma, se percibe la falta de docentes en cuanto al uso de metodologías activas con diferentes condiciones de conocimiento, haciendo del entorno virtual solo una plataforma de contenido. Este artículo tiene como objetivo elaborar un estudio sobre las principales técnicas, enfoques y herramientas para el uso de la gamificación en Ambientes Virtuales de Aprendizaje (AVA) en la Educación Superior en Educación a Distancia (EAD). El estudio contó con una búsqueda bibliográfica, con lecturas exploratorias, describiendo los contenidos de forma cualitativa. Las bases de lectura utilizadas para el estudio fueron las revistas abiertas Google Scholar, Scielo y Capes. En los datos presentados, hubo una ausencia de formación continua para los docentes que trabajan en instituciones de educación superior en educación a distancia. En concreto, la gamificación, con poca o casi nada aplicada en la práctica de los docentes, además, se percató en qué medida el uso de técnicas de juego educativo en la práctica pedagógica en AVA puede mejorar la enseñanza y el aprendizaje, haciendo que el docente y los alumnos sean protagonistas en la deconstrucción y construcción. nuevos conocimientos frente a la nueva perspectiva de los ciudadanos que el mundo quiere.Esta pesquisa se propõe a contribuir, para o uso da gamificação na prática do professor no ensino superior na modalidade a distância, como uma abordagem metodológica ativa e favorável a fim de auxiliar o docentes em suas ações de transmitir o conhecimento de forma clara e eficiente, trazendo ao aluno uma aprendizagem significativa, dinâmica, interativa e interessante, que o envolva na construção de seu aprendizado. No cenário educacional, inovar saberes no processo de ensino/aprendizagem é o que almeja o sistema de educação diante do novo contexto tecnológico. Desta maneira, é percebida a carência de professores quanto ao uso das metodologias ativas com condições de conhecimentos diferentes, fazendo do ambiente virtual apenas uma plataforma de conteúdo. Este artigo objetiva produzir um estudo sobre as principais técnicas, abordagens e ferramentas para uso da gamificação em Ambientes Virtuais de Aprendizagem (AVA) no Ensino Superior da Educação a Distância (EAD). O estudo teve uma pesquisa bibliográfica, com leituras exploratórias, descrevendo os conteúdos de forma qualitativa. As bases de leituras usadas para o estudo foram Google Scholar, Scielo e periódicos abertos da Capes. Nos dados apresentados, notou-se ausência de formação continuada para os professores que atuam nas instituições de ensino superior em EAD. Especificamente, a gamificação, sendo pouco ou quase nada aplicada na prática dos professores, como também, percebeu-se o quanto a utilização de técnicas de jogos educativos na prática pedagógica no AVA pode melhorar o ensino aprendizado, tornando professor e alunos protagonistas na desconstrução e construção de novos conhecimentos diante da nova perspectiva de cidadãos que o mundo deseja.Research, Society and Development2021-04-26info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/1465010.33448/rsd-v10i5.14650Research, Society and Development; Vol. 10 No. 5; e4010514650Research, Society and Development; Vol. 10 Núm. 5; e4010514650Research, Society and Development; v. 10 n. 5; e40105146502525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/14650/13107Copyright (c) 2021 Rosemary Meneses dos Santos; Ana Carolina Santos de Assis; Rodrigo Augusto Rocha Souza Baluzhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSantos, Rosemary Meneses dos Assis, Ana Carolina Santos de Baluz, Rodrigo Augusto Rocha Souza 2021-05-17T18:20:49Zoai:ojs.pkp.sfu.ca:article/14650Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:35:42.927212Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false |
dc.title.none.fl_str_mv |
Approaches for using gamification as an active methodology in virtual learning environments in distance higher education Enfoques para utilizar la gamificación como metodología activa en entornos virtuales de aprendizaje en la educación superior a distancia Abordagens para uso da gamificação como metodologia ativa em ambientes virtuais de aprendizagem no ensino superior à distância |
title |
Approaches for using gamification as an active methodology in virtual learning environments in distance higher education |
spellingShingle |
Approaches for using gamification as an active methodology in virtual learning environments in distance higher education Santos, Rosemary Meneses dos Gamificação Educação a distância Ambiente virtual de aprendizagem Práticas pedagógicas Metodologias ativas. Gamification Distance education Virtual learning environment Pedagogical practices Active methodologies. Gamificación Educación a distancia Ambiente de aprendizaje virtual Prácticas pedagógicas Metodologías activas. |
title_short |
Approaches for using gamification as an active methodology in virtual learning environments in distance higher education |
title_full |
Approaches for using gamification as an active methodology in virtual learning environments in distance higher education |
title_fullStr |
Approaches for using gamification as an active methodology in virtual learning environments in distance higher education |
title_full_unstemmed |
Approaches for using gamification as an active methodology in virtual learning environments in distance higher education |
title_sort |
Approaches for using gamification as an active methodology in virtual learning environments in distance higher education |
author |
Santos, Rosemary Meneses dos |
author_facet |
Santos, Rosemary Meneses dos Assis, Ana Carolina Santos de Baluz, Rodrigo Augusto Rocha Souza |
author_role |
author |
author2 |
Assis, Ana Carolina Santos de Baluz, Rodrigo Augusto Rocha Souza |
author2_role |
author author |
dc.contributor.author.fl_str_mv |
Santos, Rosemary Meneses dos Assis, Ana Carolina Santos de Baluz, Rodrigo Augusto Rocha Souza |
dc.subject.por.fl_str_mv |
Gamificação Educação a distância Ambiente virtual de aprendizagem Práticas pedagógicas Metodologias ativas. Gamification Distance education Virtual learning environment Pedagogical practices Active methodologies. Gamificación Educación a distancia Ambiente de aprendizaje virtual Prácticas pedagógicas Metodologías activas. |
topic |
Gamificação Educação a distância Ambiente virtual de aprendizagem Práticas pedagógicas Metodologias ativas. Gamification Distance education Virtual learning environment Pedagogical practices Active methodologies. Gamificación Educación a distancia Ambiente de aprendizaje virtual Prácticas pedagógicas Metodologías activas. |
description |
This research proposes to contribute, for the use of gamification in the teacher's practice in higher education in the distance modality, as an active and favorable methodological approach in order to assist the teachers in their actions to transmit knowledge in a clear and efficient way, bringing to the student a meaningful, dynamic, interactive and interesting learning that involves him in the construction of his learning. In the educational scenario, innovating knowledge in the teaching / learning process is what the education system aims for in the new technological context. In this way, it is perceived the lack of teachers regarding the use of active methodologies with different knowledge conditions, making the virtual environment just a content platform. This article aims to produce a study on the main techniques, approaches and tools for the use of gamification in Virtual Learning Environments (VLE) in Higher Education in Distance Education (EAD). The study had a bibliographic search, with exploratory readings, describing the contents in a qualitative way. The reading bases used for the study were Google Scholar, Scielo and Capes open journals. In the data presented, there was an absence of continued training for teachers working in higher education institutions in distance education. Specifically, gamification, with little or almost nothing applied in the practice of teachers, as well, it was realized how much the use of educational game techniques in pedagogical practice in AVA can improve teaching and learning, making teacher and students protagonists in deconstruction and building new knowledge in the face of the new perspective of citizens that the world wants. |
publishDate |
2021 |
dc.date.none.fl_str_mv |
2021-04-26 |
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://rsdjournal.org/index.php/rsd/article/view/14650 10.33448/rsd-v10i5.14650 |
url |
https://rsdjournal.org/index.php/rsd/article/view/14650 |
identifier_str_mv |
10.33448/rsd-v10i5.14650 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://rsdjournal.org/index.php/rsd/article/view/14650/13107 |
dc.rights.driver.fl_str_mv |
https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
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 |
Research, Society and Development |
publisher.none.fl_str_mv |
Research, Society and Development |
dc.source.none.fl_str_mv |
Research, Society and Development; Vol. 10 No. 5; e4010514650 Research, Society and Development; Vol. 10 Núm. 5; e4010514650 Research, Society and Development; v. 10 n. 5; e4010514650 2525-3409 reponame:Research, Society and Development instname:Universidade Federal de Itajubá (UNIFEI) instacron:UNIFEI |
instname_str |
Universidade Federal de Itajubá (UNIFEI) |
instacron_str |
UNIFEI |
institution |
UNIFEI |
reponame_str |
Research, Society and Development |
collection |
Research, Society and Development |
repository.name.fl_str_mv |
Research, Society and Development - Universidade Federal de Itajubá (UNIFEI) |
repository.mail.fl_str_mv |
rsd.articles@gmail.com |
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1797052784934125568 |