Gamification: a practice of education 3.0

Detalhes bibliográficos
Autor(a) principal: Barreto, Carlos Henrique da Costa
Data de Publicação: 2019
Outros Autores: Becker, Elsbeth Léia Spode, Ghisleni, Taís Steffenello
Tipo de documento: Artigo
Idioma: por
Título da fonte: Research, Society and Development
Texto Completo: https://rsdjournal.org/index.php/rsd/article/view/942
Resumo: The present work seeks to present the Gamification practice - inserted within Education 3.0 - from a contextualization on all models of education, throughout history, until reaching the Digital Age, where a shocking problem arises: the students' demotivation studies, once observed by them that this reality does not follow the technological scenario that surrounds them. In this way, the work has the general objective of answering the question of "Why Gamificar?", And the specific objectives are to present the Gamification practice and its concept as a bet of Education 3.0 to engage the technologies in order to solve the indicated problem, as well as the benefits of integrating this practice into teaching. The research was done in a qualitative way, and the methodology used was exploratory and descriptive. As a result, it was possible to find the benefits of integrating Gamification into teaching, and how it can solve the observed problem, concluding that the practice may be one of Education 3.0's bidders, adapting dynamically to students and technology.
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spelling Gamification: a practice of education 3.0Gamalización: una práctica de la educación 3.0Gamificação: uma prática da educação 3.0EnsinoAprendizagemTecnologia.La educaciónaprendizajeTecnologíaTeachingLearningTechnology.The present work seeks to present the Gamification practice - inserted within Education 3.0 - from a contextualization on all models of education, throughout history, until reaching the Digital Age, where a shocking problem arises: the students' demotivation studies, once observed by them that this reality does not follow the technological scenario that surrounds them. In this way, the work has the general objective of answering the question of "Why Gamificar?", And the specific objectives are to present the Gamification practice and its concept as a bet of Education 3.0 to engage the technologies in order to solve the indicated problem, as well as the benefits of integrating this practice into teaching. The research was done in a qualitative way, and the methodology used was exploratory and descriptive. As a result, it was possible to find the benefits of integrating Gamification into teaching, and how it can solve the observed problem, concluding that the practice may be one of Education 3.0's bidders, adapting dynamically to students and technology.El presente trabajo busca presentar la práctica de Gamificación - insertada dentro de la Educación. - a partir de una contextualización sobre todos los modelos de enseñanza, a lo largo de la historia, hasta llegar a la Era Digital, donde surge un impactante problema: la desmotivación de los alumnos a los alumnos estudios, una vez observados por ellos que esta realidad no acompaña el escenario tecnológico que los rodea. De este modo, el trabajo tiene por objetivo general responder a la cuestión de "¿Por qué Gamificar?", Y los objetivos específicos son presentar la práctica de Gamificación y su concepto como una apuesta de la Educación 3.0 para comprometer las tecnologías a fin de solucionar el problema señalado, así como los beneficios de la integración de esta práctica a la enseñanza. La investigación fue realizada de forma cualitativa, y la metodología utilizada fue exploratoria y descriptiva. Como resultado, fue posible encontrar los beneficios de integrar la Gamificación a la enseñanza, y cómo puede solucionar la problemática observada, concluyendo que la práctica de hecho puede ser una de las apuestas de la Educación 3.0, adaptándose dinámicamente a los alumnos ya la tecnología.O presente trabalho busca apresentar a prática de Gamificação – inserida dentro da Educação 3.0 – à partir de uma contextualização sobre todos os modelos de ensino, ao longo da história, até chegar à Era Digital, onde surge um impactante problema: a desmotivação dos alunos aos estudos, uma vez observado por eles que esta realidade não acompanha o cenário tecnológico que os rodeia. Desse modo, o trabalho tem por objetivo geral responder à questão de “Por que Gamificar?”, e os objetivos específicos são apresentar a prática de Gamificação e seu conceito como uma aposta da Educação 3.0 para engajar as tecnologias a fim de solucionar o problema apontado, tal como os benefícios da integração dessa prática ao ensino. A pesquisa foi feita de forma qualitativa, e a metodologia utilizada foi exploratória e descritiva. Como resultado, foi possível encontrar os benefícios de integrar a Gamificação ao ensino, e como ela pode solucionar a problemática observada, concluindo-se que a prática de fato pode ser uma das apostas da Educação 3.0, adaptando-se dinamicamente aos alunos e à tecnologia.Research, Society and Development2019-02-13info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://rsdjournal.org/index.php/rsd/article/view/94210.33448/rsd-v8i4.942Research, Society and Development; Vol. 8 No. 4; e984942Research, Society and Development; Vol. 8 Núm. 4; e984942Research, Society and Development; v. 8 n. 4; e9849422525-3409reponame:Research, Society and Developmentinstname:Universidade Federal de Itajubá (UNIFEI)instacron:UNIFEIporhttps://rsdjournal.org/index.php/rsd/article/view/942/751Copyright (c) 2019 Taís Steffenello Ghisleni, Carlos Henrique da Costa Barreto, Elsbeth Léia Spode Beckerinfo:eu-repo/semantics/openAccessBarreto, Carlos Henrique da CostaBecker, Elsbeth Léia SpodeGhisleni, Taís Steffenello2020-03-25T16:07:04Zoai:ojs.pkp.sfu.ca:article/942Revistahttps://rsdjournal.org/index.php/rsd/indexPUBhttps://rsdjournal.org/index.php/rsd/oairsd.articles@gmail.com2525-34092525-3409opendoar:2024-01-17T09:26:11.042455Research, Society and Development - Universidade Federal de Itajubá (UNIFEI)false
dc.title.none.fl_str_mv Gamification: a practice of education 3.0
Gamalización: una práctica de la educación 3.0
Gamificação: uma prática da educação 3.0
title Gamification: a practice of education 3.0
spellingShingle Gamification: a practice of education 3.0
Barreto, Carlos Henrique da Costa
Ensino
Aprendizagem
Tecnologia.
La educación
aprendizaje
Tecnología
Teaching
Learning
Technology.
title_short Gamification: a practice of education 3.0
title_full Gamification: a practice of education 3.0
title_fullStr Gamification: a practice of education 3.0
title_full_unstemmed Gamification: a practice of education 3.0
title_sort Gamification: a practice of education 3.0
author Barreto, Carlos Henrique da Costa
author_facet Barreto, Carlos Henrique da Costa
Becker, Elsbeth Léia Spode
Ghisleni, Taís Steffenello
author_role author
author2 Becker, Elsbeth Léia Spode
Ghisleni, Taís Steffenello
author2_role author
author
dc.contributor.author.fl_str_mv Barreto, Carlos Henrique da Costa
Becker, Elsbeth Léia Spode
Ghisleni, Taís Steffenello
dc.subject.por.fl_str_mv Ensino
Aprendizagem
Tecnologia.
La educación
aprendizaje
Tecnología
Teaching
Learning
Technology.
topic Ensino
Aprendizagem
Tecnologia.
La educación
aprendizaje
Tecnología
Teaching
Learning
Technology.
description The present work seeks to present the Gamification practice - inserted within Education 3.0 - from a contextualization on all models of education, throughout history, until reaching the Digital Age, where a shocking problem arises: the students' demotivation studies, once observed by them that this reality does not follow the technological scenario that surrounds them. In this way, the work has the general objective of answering the question of "Why Gamificar?", And the specific objectives are to present the Gamification practice and its concept as a bet of Education 3.0 to engage the technologies in order to solve the indicated problem, as well as the benefits of integrating this practice into teaching. The research was done in a qualitative way, and the methodology used was exploratory and descriptive. As a result, it was possible to find the benefits of integrating Gamification into teaching, and how it can solve the observed problem, concluding that the practice may be one of Education 3.0's bidders, adapting dynamically to students and technology.
publishDate 2019
dc.date.none.fl_str_mv 2019-02-13
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/942
10.33448/rsd-v8i4.942
url https://rsdjournal.org/index.php/rsd/article/view/942
identifier_str_mv 10.33448/rsd-v8i4.942
dc.language.iso.fl_str_mv por
language por
dc.relation.none.fl_str_mv https://rsdjournal.org/index.php/rsd/article/view/942/751
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
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. 8 No. 4; e984942
Research, Society and Development; Vol. 8 Núm. 4; e984942
Research, Society and Development; v. 8 n. 4; e984942
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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