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
[21]   Using Gamification Technique to Increase Capacity in the Resolution of Problems During the Process Teaching and Learning Programming [J].
Adriana Carreno-Leon, Monica ;
Javier Rodriguez-Alvarez, Francisco ;
Andres Sandoval-Bringas, Jesus .
MOBILE TECHNOLOGIES AND APPLICATIONS FOR THE INTERNET OF THINGS, 2019, 909 :195-203
[22]   Comparing engagement and active participation with gamification in Quizizz applications: influences on the teaching-learning process [J].
Hernanz, Virginia ;
Latorre-Cosculluela, Cecilia ;
Suarez, Cristina .
TECHNOLOGY PEDAGOGY AND EDUCATION, 2025,
[23]   EXPERIENCE IN THE USE OF A TOOL THAT IMPLEMENTS GAMIFICATION TECHNIQUES FOR TEACHING PROGRAMMING [J].
Carreno-Leon, Monica A. ;
Andres Sandoval-Bringas, J. ;
Alvarez-Rodriguez, Francisco J. .
EDULEARN19: 11TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES, 2019, :7645-7650
[24]   An enhanced learning approach for increasing student engagement, motivation and learning using gamification in blended teaching [J].
Rajput, Pushpendra Kumar ;
Ravulakollu, Kiran Kumar ;
Singhal, Shailey .
INTERNATIONAL JOURNAL OF TECHNOLOGY ENHANCED LEARNING, 2022, 14 (01) :17-36
[25]   GAMIFICATION AND LEARNING: A REVIEW OF ISSUES AND RESEARCH [J].
Faiella, Filomena ;
Ricciardi, Maria .
JOURNAL OF E-LEARNING AND KNOWLEDGE SOCIETY, 2015, 11 (03) :13-21
[26]   Gamification and Intelligent Feedback Mechanisms for a Division Learning Tool [J].
Kickmeier-Rust, Michael ;
Albert, Dietrich .
PROCEEDINGS OF THE 7TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, VOLS 1 AND 2, 2013, :290-296
[27]   Using Gamification in Teaching Physical Education: A survey review [J].
Ferraz, Ricardo ;
Ribeiro, Diogo ;
Alves, Ana R. ;
Teixeira, Jose E. ;
Forte, Pedro ;
Branquinho, Luis .
MONTENEGRIN JOURNAL OF SPORTS SCIENCE AND MEDICINE, 2024, 13 (01) :31-44
[28]   WhatsApp as a Didactic Intervention Tool in the Teaching-Learning Process of Mathematics [J].
Diaz-Flores, Rita .
REVISTA ELECTRONICA EDUCARE, 2025, 29 (01)
[29]   Gamification as a learning resource for design teaching [J].
Parra, Ester ;
Torres, Mariano .
EARI-EDUCACION ARTISTICA-REVISTA DE INVESTIGACION, 2018, (09) :160-173
[30]   GAMIFICATION STRATEGY AND THE LEARNING PROCESS [J].
Quizhpi-Lupercio, L. ;
Pilamunga-Poveda, M. ;
Santamaria-Aguirre, J. L. .
13TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2019), 2019, :9729-9735