GAMIFICATION AS A TOOL FOR THE TEACHING AND LEARNING PROCESS: AN INTEGRATIVE REVIEW

被引:0
|
作者
Neto, Luiz Torres Raposo [1 ,2 ]
Penteado, Camila de Fatima de Oliveira [3 ,4 ]
de Carvalho, Lilian Amaral [5 ,6 ]
机构
[1] Univ Estadual Ceara, Ensino Saude, Fortaleza, Brazil
[2] Inst Fed Educ Ciencia & Tecnol Ceara, EBTT, Campus Tiangua, Fortaleza, Brazil
[3] Univ Estadual Campinas, Sociol & Filosofia, Campinas, Brazil
[4] Inst Fed Educ Ciencia & Tecnol Minas Gerais, Pos Grad Curso Especializacao Docencia, Campus Arcos, Belo Horizonte, Brazil
[5] Univ Fed Minas Gerais, Quim, Belo Horizonte, Brazil
[6] Inst Fed Educ Ciencia & Tecnol Minas Gerais, EBTT, Campus Arcos, Belo Horizonte, Brazil
来源
PERSPECTIVAS EM DIALOGO-REVISTA DE EDUCACAO E SOCIEDADE | 2023年 / 10卷 / 22期
关键词
Teaching; Learning; Games; Gamification;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Digital processes take part gradually in more functioning structures of society, whether in the form of optimizing production processes or in the various tools of social interaction. From the observation of the results from this technological transformation, the concept of gamification has been accumulating attention gradually, since the application of structures and mechanisms based on game environments has resulted in significant impacts on attention, persuasion, engagement, and user entertainment. This study aimed to analyze articles published between 2010 and 2021 that involved the use of gamified activities with students of the final years of high school. The results showed that learning is stimulated in different ways by the use of gamification, such as the improvement of teacher-student interaction, the perception of fun as part of learning and the assimilation of information, which facilitates the development of complex thinking and the process of teaching and learning. On the other hand, there was a report that gamified activities can cause negative psychological impacts on students, such as changes in sleep, mood, appetite, among others, as well as social isolation and obsessive behavior. Further studies are needed to assess the advantages and disadvantages of the methodology, as well as ways to overcome the negative impacts.
引用
收藏
页码:313 / 327
页数:15
相关论文
共 50 条
  • [1] GAMIFICATION AND AUGMENTED REALITY IN TEACHING AND LEARNING PROCESS: A SYSTEMATIC REVIEW OF LITERATURE
    Rosa Junior, Orlando
    de Oliveira, Tiago
    Zorzal, Ezequiel R.
    CADERNOS EDUCACAO TECNOLOGIA E SOCIEDADE, 2021, 14 (02): : 262 - 274
  • [2] Using a Gamification Tool to Support the Teaching-Learning Process in Computer Science Program
    Hermosilla, Pamela
    Valencia, Katherine
    Jamet, Erick
    SOCIAL COMPUTING AND SOCIAL MEDIA: COMMUNICATION AND SOCIAL COMMUNITIES, SCSM 2019, PT II, 2019, 11579 : 170 - 181
  • [3] GAMIFICATION METHODS: APP TO IMPROVE THE LEARNING-TEACHING PROCESS IN UNDERGRADUATE AND POSTGRADUATE STUDENTS
    Moreno-Fernandez, Jorge
    Soto-Navarro, Fatima
    Exposito Delgado, Jose M.
    Diaz-Castro, Javier
    9TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES (EDULEARN17), 2017, : 9385 - 9389
  • [4] GAMIFICATION AS A TEACHING STRATEGY IN THE LEARNING PROCESS OF ART HISTORY
    Malo Martinez, Silvia Elena
    Gonzalez Ojeda, Diego Salvador
    14TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2020), 2020, : 471 - 476
  • [5] Gamification as a strategy in FOL teaching: Enhancing practical learning
    Garcia Donas, Araceli Martinez
    9TH VIRTUAL INTERNATIONAL CONFERENCE ON EDUCATION, INNOVATION AND ICT, EDUNOVATIC 2024, 2024, : 281 - 282
  • [6] Gamification in Teaching and Learning Languages: A Systematic Literature Review
    Al-Dosakee, Karwan
    Ozdamli, Fezile
    REVISTA ROMANEASCA PENTRU EDUCATIE MULTIDIMENSIONALA, 2021, 13 (02): : 559 - 577
  • [7] Gamification for teaching in virtual learning environments: A literature review
    Velasquez Lecca, Susana Mercedes
    ETIC NET-REVISTA CIENTIFICA ELECTRONICA DE EDUCACION Y COMUNICACION EN LA SOCIEDAD DEL CONOCIMIENTO, 2023, 23 (02): : 395 - 418
  • [8] GAMIFICATION IN SOFTWARE ENGINEERING: EVIDENCE OF THE TEACHING-LEARNING PROCESS
    Freire, Eduardo Francisco da Silva
    Santos, Rodrigo Pereira dos
    Silva, Simone Vasconcelos
    ETD EDUCACAO TEMATICA DIGITAL, 2024, 26 : 1 - 24
  • [9] On Combining Gamification Theory and ABET Criteria for Teaching and Learning Engineering
    Cabezas, Ivan
    FRONTIERS IN EDUCATION CONFERENCE (FIE), 2015, 2015, : 565 - 573
  • [10] Gamification applied for Software Engineering teaching-learning process
    Pinto, Fabricio de Sousa
    Silva, Paulo Caetano
    XXXI BRAZILIAN SYMPOSIUM ON SOFTWARE ENGINEERING (SBES 2017), 2017, : 299 - 307