Gamification approaches to learning and knowledge development: a theorical review

被引:12
作者
Busarello, Raul Inacio [1 ]
Ulbricht, Vania Ribas [1 ]
Fadel, Luciane Maria [1 ]
de Freitas e Lopes, Andiara Valentina [2 ]
机构
[1] Univ Fed Santa Catarina, Technol Ctr, Postgrad Program Engn Management & Media Knowledg, BR-88040900 Florianopolis, SC, Brazil
[2] Univ Fed Pernambuco, Undergrad Program Graph Express, BR-52171900 Recife, PE, Brazil
来源
NEW ADVANCES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 1 | 2016年 / 444卷
关键词
Gamification; learning; knowledge generate; systematic review; theorical discussion;
D O I
10.1007/978-3-319-31232-3_105
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The article presents an outline of theoretical discussion about gamification concepts on the learning process and knowledge generation. As methodology, we did three systematic reviews in Scopus and Web of Knowledge databases. We identified that whem gamification applied in the learning process it have positive effects in student engagement and knowledge mediation. Gamification focuses efforts on students' inner motivations and learner autonomy in a controlled environment, where the contents of specific areas subdivided and treated as stage in a surrounding context by cognitive, social and emotional correlating. Also for us the games, concepts are complementary parts in the gamification process.
引用
收藏
页码:1107 / 1116
页数:10
相关论文
共 29 条
[1]   The use of computer games as an educational tool: identification of appropriate game types and game elements [J].
Amory, A ;
Naicker, K ;
Vincent, J ;
Adams, C .
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 1999, 30 (04) :311-321
[2]  
[Anonymous], 2008, NEW
[3]  
[Anonymous], THESIS
[4]  
Brockmeier Jens, 2003, Psicol. Reflex. Crit., V16, P525
[5]  
BUSARELLO R. I., 2011, THESIS
[6]  
Busarello R. I., 2014, INT C DES EM 9 2014, V1, p616
[7]   Especially social: Exploring the use of an iOS application in special needs classrooms [J].
Campigotto, Rachelle ;
McEwen, Rhonda ;
Epp, Carrie Demmans .
COMPUTERS & EDUCATION, 2013, 60 (01) :74-86
[8]  
Clementi J. A., 2014, THESIS
[9]  
Collantes X. R, 2013, HOMO VIDEOLUDENS 2 0
[10]   An empirical study comparing gamification and social networking on e-learning [J].
de-Marcos, Luis ;
Dominguez, Adrian ;
Saenz-de-Navarrete, Joseba ;
Pages, Carmen .
COMPUTERS & EDUCATION, 2014, 75 :82-91