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Contributions for Gamification Design in Educational Contexts

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Author(s):
Armando Maciel Toda
Total Authors: 1
Document type: Doctoral Thesis
Press: São Carlos.
Institution: Universidade de São Paulo (USP). Instituto de Ciências Matemáticas e de Computação (ICMC/SB)
Defense date:
Examining board members:
Seiji Isotani; Diego Dermeval Medeiros da Cunha Matos; Joice Lee Otsuka; Ismar Frango Silveira
Advisor: Seiji Isotani; Alexandra Ioana Cristea
Abstract

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. (AU)

FAPESP's process: 16/02765-2 - Gamify - A method to apply gamification concepts in software processes and educational applications
Grantee:Armando Maciel Toda
Support Opportunities: Scholarships in Brazil - Doctorate