Approaches for using gamification as an active methodology in virtual learning environments in distance higher education

Detalhes bibliográficos
Autor(a) principal: Santos, Rosemary Meneses dos
Data de Publicação: 2021
Outros Autores: Assis, Ana Carolina Santos de, Baluz, Rodrigo Augusto Rocha Souza
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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spelling 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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