Learning through games and its applicability in teaching practice

Detalhes bibliográficos
Autor(a) principal: Silva Júnior, Roque Ribeiro da
Data de Publicação: 2021
Outros Autores: Araújo , Lígia Fernanda de, Nunes, Marcília Ingrid Lima Barroso, Silva, Antônio Eduardo de Oliveira, Pequeno, Livia Kallahan Soares, Nunes, Ana Camila Campelo de Albuquerque, Melo, Paloma Katlheen Moura, Azevedo Filho, Francisco Medeiros de, Vasconcelos Filho, Francisco Sérgio Lopes
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/21368
Resumo: In recent decades, healthcare professionals have been challenged by the search for evidence-based scientific knowledge, aspects related to the development of knowledge, skills and attitudes regarding the use of information technology in professional practice, which is necessary in the composition of competencies desirable. This is an integrative literature review (RIL) study, which contributes to the process of systematizing and analyzing the results of other independent studies on the topic discussed. This review aims to systematize the knowledge produced about the impact of gamification on the teaching/learning process. The use of gamification must follow proper teacher planning and must consider the profile and needs of students and suit the target audience, its objective must be clear and the technological domain and game rules must be clear and concise. The study points to the need for appropriating several possibilities for the formulation of new actions based on learning through gamification, fostering new productions.
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spelling Learning through games and its applicability in teaching practiceAprendizaje a través de juegos y su aplicabilidad en la práctica docenteAprendizagem por meio de jogos e sua aplicabilidade na prática docenteJuegos experimentalesAprendizajeEducación.LearningGames, ExperimentalEducation.Jogos ExperimentaisAprendizagemEducação.In recent decades, healthcare professionals have been challenged by the search for evidence-based scientific knowledge, aspects related to the development of knowledge, skills and attitudes regarding the use of information technology in professional practice, which is necessary in the composition of competencies desirable. This is an integrative literature review (RIL) study, which contributes to the process of systematizing and analyzing the results of other independent studies on the topic discussed. This review aims to systematize the knowledge produced about the impact of gamification on the teaching/learning process. The use of gamification must follow proper teacher planning and must consider the profile and needs of students and suit the target audience, its objective must be clear and the technological domain and game rules must be clear and concise. The study points to the need for appropriating several possibilities for the formulation of new actions based on learning through gamification, fostering new productions.En las últimas décadas, los profesionales de la salud están siendo desafiados por la búsqueda de conocimiento científico basado en la evidencia, aspectos relacionados con el desarrollo de conocimientos, habilidades y actitudes con respecto al uso de la tecnología de la información en la práctica profesional, que es necesario en la composición de competencias deseables. Se trata de un estudio integrador de revisión de la literatura (RIL), que contribuye al proceso de sistematización y análisis de los resultados de otros estudios independientes sobre el tema abordado. Esta revisión tiene como objetivo sistematizar el conocimiento producido sobre el impacto de la gamificación en el proceso de enseñanza/aprendizaje. El uso de la gamificación debe seguir la planificación docente adecuada y debe considerar el perfil y las necesidades de los estudiantes y adaptarse al público objetivo, su objetivo debe ser claro y el dominio tecnológico y las reglas del juego deben ser claros y concisos. El estudio apunta a la necesidad de apropiarse de varias posibilidades de la formulación de nuevas acciones basadas en el aprendizaje a través de la gamificación, fomentando nuevas producciones.Nas últimas décadas, os profissionais da área da saúde estão sendo desafiados pela busca de conhecimento científico baseado em evidências, além de aspectos relacionados com o desenvolvimento de conhecimentos, habilidades e atitudes em relação ao uso da tecnologia da informação na prática profissional se faz necessária na composição das competências desejáveis. Neste contexto, este artigo apresenta um estudo de revisão integrativa da literatura (RIL), que contribui para o processo de sistematização e análise dos resultados de outros estudos independentes sobre o tema abordado. Esta revisão visa sistematizar o conhecimento produzido sobre o impacto da gamificação nos processos de ensino e de aprendizagem. O uso da gamificação deve seguir o planejamento docente adequado e deve considerar o perfil e as necessidades dos estudantes e adequar-se ao público-alvo, seu objetivo deve ser claro e o domínio tecnológico e das regras do game devem estar claros e concisos. O estudo aponta para a necessidade de apropriação de diversas possibilidades da formulação de novas ações baseadas na aprendizagem por meio da gamificação fomentando novas produções.Research, Society and Development2021-10-20info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/2136810.33448/rsd-v10i13.21368Research, Society and Development; Vol. 10 No. 13; e510101321368Research, Society and Development; Vol. 10 Núm. 13; e510101321368Research, Society and Development; v. 10 n. 13; e5101013213682525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/21368/19159Copyright (c) 2021 Roque Ribeiro da Silva Júnior; Lígia Fernanda de Araújo ; Marcília Ingrid Lima Barroso Nunes; Antônio Eduardo de Oliveira Silva; Livia Kallahan Soares Pequeno; Ana Camila Campelo de Albuquerque Nunes; Paloma Katlheen Moura Melo; Francisco Medeiros de Azevedo Filho; Francisco Sérgio Lopes Vasconcelos Filhohttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessSilva Júnior, Roque Ribeiro daAraújo , Lígia Fernanda de Nunes, Marcília Ingrid Lima Barroso Silva, Antônio Eduardo de OliveiraPequeno, Livia Kallahan SoaresNunes, Ana Camila Campelo de AlbuquerqueMelo, Paloma Katlheen MouraAzevedo Filho, Francisco Medeiros deVasconcelos Filho, Francisco Sérgio Lopes 2021-11-21T18:26:28Zoai:ojs.pkp.sfu.ca:article/21368Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:40:48.007850Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv Learning through games and its applicability in teaching practice
Aprendizaje a través de juegos y su aplicabilidad en la práctica docente
Aprendizagem por meio de jogos e sua aplicabilidade na prática docente
title Learning through games and its applicability in teaching practice
spellingShingle Learning through games and its applicability in teaching practice
Silva Júnior, Roque Ribeiro da
Juegos experimentales
Aprendizaje
Educación.
Learning
Games, Experimental
Education.
Jogos Experimentais
Aprendizagem
Educação.
title_short Learning through games and its applicability in teaching practice
title_full Learning through games and its applicability in teaching practice
title_fullStr Learning through games and its applicability in teaching practice
title_full_unstemmed Learning through games and its applicability in teaching practice
title_sort Learning through games and its applicability in teaching practice
author Silva Júnior, Roque Ribeiro da
author_facet Silva Júnior, Roque Ribeiro da
Araújo , Lígia Fernanda de
Nunes, Marcília Ingrid Lima Barroso
Silva, Antônio Eduardo de Oliveira
Pequeno, Livia Kallahan Soares
Nunes, Ana Camila Campelo de Albuquerque
Melo, Paloma Katlheen Moura
Azevedo Filho, Francisco Medeiros de
Vasconcelos Filho, Francisco Sérgio Lopes
author_role author
author2 Araújo , Lígia Fernanda de
Nunes, Marcília Ingrid Lima Barroso
Silva, Antônio Eduardo de Oliveira
Pequeno, Livia Kallahan Soares
Nunes, Ana Camila Campelo de Albuquerque
Melo, Paloma Katlheen Moura
Azevedo Filho, Francisco Medeiros de
Vasconcelos Filho, Francisco Sérgio Lopes
author2_role author
author
author
author
author
author
author
author
dc.contributor.author.fl_str_mv Silva Júnior, Roque Ribeiro da
Araújo , Lígia Fernanda de
Nunes, Marcília Ingrid Lima Barroso
Silva, Antônio Eduardo de Oliveira
Pequeno, Livia Kallahan Soares
Nunes, Ana Camila Campelo de Albuquerque
Melo, Paloma Katlheen Moura
Azevedo Filho, Francisco Medeiros de
Vasconcelos Filho, Francisco Sérgio Lopes
dc.subject.por.fl_str_mv Juegos experimentales
Aprendizaje
Educación.
Learning
Games, Experimental
Education.
Jogos Experimentais
Aprendizagem
Educação.
topic Juegos experimentales
Aprendizaje
Educación.
Learning
Games, Experimental
Education.
Jogos Experimentais
Aprendizagem
Educação.
description In recent decades, healthcare professionals have been challenged by the search for evidence-based scientific knowledge, aspects related to the development of knowledge, skills and attitudes regarding the use of information technology in professional practice, which is necessary in the composition of competencies desirable. This is an integrative literature review (RIL) study, which contributes to the process of systematizing and analyzing the results of other independent studies on the topic discussed. This review aims to systematize the knowledge produced about the impact of gamification on the teaching/learning process. The use of gamification must follow proper teacher planning and must consider the profile and needs of students and suit the target audience, its objective must be clear and the technological domain and game rules must be clear and concise. The study points to the need for appropriating several possibilities for the formulation of new actions based on learning through gamification, fostering new productions.
publishDate 2021
dc.date.none.fl_str_mv 2021-10-20
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/21368
10.33448/rsd-v10i13.21368
url https://rsdjournal.org/index.php/rsd/article/view/21368
identifier_str_mv 10.33448/rsd-v10i13.21368
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/21368/19159
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. 13; e510101321368
Research, Society and Development; Vol. 10 Núm. 13; e510101321368
Research, Society and Development; v. 10 n. 13; e510101321368
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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