Contributions for Gamification Design in Educational Contexts

Detalhes bibliográficos
Autor(a) principal: Toda, Armando Maciel
Data de Publicação: 2021
Tipo de documento: Tese
Idioma: eng
Título da fonte: Biblioteca Digital de Teses e Dissertações da USP
Texto Completo: https://www.teses.usp.br/teses/disponiveis/55/55134/tde-23062021-114011/
Resumo: This text presents and analyzes the contributions of a collection of articles related to research carried out by the author and his collaborators. The articles are related to the fields of Gamification Applied to Education and use three key approaches called Gamification in Education, Gamification Planning in Educational Contexts and Data-Based Gamification Planning. In relation to Gamification Applied to Education, theoretical works are presented that contribute to the advancement of the area, as well as providing new artifacts to be explored in future works, such as a taxonomy of gamification elements and a gamification model associated with culture, both in educational contexts. In Gamification Planning in educational contexts, the author demonstrates the process of developing and applying a conceptual gamification framework, in addition to practices on how to gamify educational contexts. In relation to Gamification Planning based on data, the authors contributions are focused on the use of data mining to provide validated gamified strategies for the use of the teacher, in addition to conditions to gamify educational contexts. Finally, the discussions of the articles are contextualised within research questions found in the literature, in order to demonstrate the relevance of the results found in view of the state of the art. The text also summarises the authors activities as a researcher, including (a) a qualitative and quantitative analysis of published works; (b) the participation of the author in the national and international scientific community; and (c) reflections and future perspectives.
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spelling Contributions for Gamification Design in Educational ContextsContribuições para o Design de Gamificação em Contextos EducacionaisEducaçãoEducationFormação de professoresGamificaçãoGamificationModelagemModelingPlanejamentoPlanningTeacher trainingThis text presents and analyzes the contributions of a collection of articles related to research carried out by the author and his collaborators. The articles are related to the fields of Gamification Applied to Education and use three key approaches called Gamification in Education, Gamification Planning in Educational Contexts and Data-Based Gamification Planning. In relation to Gamification Applied to Education, theoretical works are presented that contribute to the advancement of the area, as well as providing new artifacts to be explored in future works, such as a taxonomy of gamification elements and a gamification model associated with culture, both in educational contexts. In Gamification Planning in educational contexts, the author demonstrates the process of developing and applying a conceptual gamification framework, in addition to practices on how to gamify educational contexts. In relation to Gamification Planning based on data, the authors contributions are focused on the use of data mining to provide validated gamified strategies for the use of the teacher, in addition to conditions to gamify educational contexts. Finally, the discussions of the articles are contextualised within research questions found in the literature, in order to demonstrate the relevance of the results found in view of the state of the art. The text also summarises the authors activities as a researcher, including (a) a qualitative and quantitative analysis of published works; (b) the participation of the author in the national and international scientific community; and (c) reflections and future perspectives.Este texto apresenta e analisa as contribuições de uma coletânea de artigos referentes as pesquisas realizadas pelo autor e seus colaboradores. Os artigos estão relacionados a área de Gamificação Aplicada à Educação e utilizam três abordagens chaves denominadas, Gamificação na Educação, Planejamento da Gamificação em contextos educacionais e Planejamento da gamificação baseado em dados. Em relação a Gamificação Aplicada à Educação, são apresentados trabalhos teóricos que contribuem para o avanço da área, assim como provem novos artefatos a serem explorados em trabalhos futuros, como uma taxonomia de elementos de gamificação e um modelo de gamificação associado a cultura, ambos em contextos educacionais. No Planejamento da Gamificação em contextos educacionais, o autor demonstra o processo de desenvolvimento e aplicação de um framework conceitual de gamificação, além de práticas de como gamificar contextos educacionais. Já em relação ao Planejamento da Gamificação baseado em dados, as contribuições do autor são focadas no uso de mineração de dados para prover estratégias gamificadas validadas para o uso do professor, além de condições para gamificar contextos educacionais. Por fim, as discussões dos artigos são contextualizadas dentro de perguntas de pesquisa encontradas na literatura, de forma a demonstrar a relevância dos resultados encontrados frente ao estado da arte. O texto também resume as atividades do autor como pesquisador, incluindo (a) uma análise qualitativa e quantitativa dos trabalhos publicados; (b) a participação do autor na comunidade científica nacional e internacional; e (c) reflexões e perspectivas futuras.Biblioteca Digitais de Teses e Dissertações da USPCristea, Alexandra IoanaIsotani, SeijiToda, Armando Maciel2021-05-05info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/doctoralThesisapplication/pdfhttps://www.teses.usp.br/teses/disponiveis/55/55134/tde-23062021-114011/reponame:Biblioteca Digital de Teses e Dissertações da USPinstname:Universidade de São Paulo (USP)instacron:USPLiberar o conteúdo para acesso público.info:eu-repo/semantics/openAccesseng2021-06-23T17:46:02Zoai:teses.usp.br:tde-23062021-114011Biblioteca Digital de Teses e Dissertaçõeshttp://www.teses.usp.br/PUBhttp://www.teses.usp.br/cgi-bin/mtd2br.plvirginia@if.usp.br|| atendimento@aguia.usp.br||virginia@if.usp.bropendoar:27212021-06-23T17:46:02Biblioteca Digital de Teses e Dissertações da USP - Universidade de São Paulo (USP)false
dc.title.none.fl_str_mv Contributions for Gamification Design in Educational Contexts
Contribuições para o Design de Gamificação em Contextos Educacionais
title Contributions for Gamification Design in Educational Contexts
spellingShingle Contributions for Gamification Design in Educational Contexts
Toda, Armando Maciel
Educação
Education
Formação de professores
Gamificação
Gamification
Modelagem
Modeling
Planejamento
Planning
Teacher training
title_short Contributions for Gamification Design in Educational Contexts
title_full Contributions for Gamification Design in Educational Contexts
title_fullStr Contributions for Gamification Design in Educational Contexts
title_full_unstemmed Contributions for Gamification Design in Educational Contexts
title_sort Contributions for Gamification Design in Educational Contexts
author Toda, Armando Maciel
author_facet Toda, Armando Maciel
author_role author
dc.contributor.none.fl_str_mv Cristea, Alexandra Ioana
Isotani, Seiji
dc.contributor.author.fl_str_mv Toda, Armando Maciel
dc.subject.por.fl_str_mv Educação
Education
Formação de professores
Gamificação
Gamification
Modelagem
Modeling
Planejamento
Planning
Teacher training
topic Educação
Education
Formação de professores
Gamificação
Gamification
Modelagem
Modeling
Planejamento
Planning
Teacher training
description This text presents and analyzes the contributions of a collection of articles related to research carried out by the author and his collaborators. The articles are related to the fields of Gamification Applied to Education and use three key approaches called Gamification in Education, Gamification Planning in Educational Contexts and Data-Based Gamification Planning. In relation to Gamification Applied to Education, theoretical works are presented that contribute to the advancement of the area, as well as providing new artifacts to be explored in future works, such as a taxonomy of gamification elements and a gamification model associated with culture, both in educational contexts. In Gamification Planning in educational contexts, the author demonstrates the process of developing and applying a conceptual gamification framework, in addition to practices on how to gamify educational contexts. In relation to Gamification Planning based on data, the authors contributions are focused on the use of data mining to provide validated gamified strategies for the use of the teacher, in addition to conditions to gamify educational contexts. Finally, the discussions of the articles are contextualised within research questions found in the literature, in order to demonstrate the relevance of the results found in view of the state of the art. The text also summarises the authors activities as a researcher, including (a) a qualitative and quantitative analysis of published works; (b) the participation of the author in the national and international scientific community; and (c) reflections and future perspectives.
publishDate 2021
dc.date.none.fl_str_mv 2021-05-05
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dc.language.iso.fl_str_mv eng
language eng
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dc.rights.driver.fl_str_mv Liberar o conteúdo para acesso público.
info:eu-repo/semantics/openAccess
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dc.publisher.none.fl_str_mv Biblioteca Digitais de Teses e Dissertações da USP
publisher.none.fl_str_mv Biblioteca Digitais de Teses e Dissertações da USP
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reponame:Biblioteca Digital de Teses e Dissertações da USP
instname:Universidade de São Paulo (USP)
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