| Texto completo | |
| Autor(es): |
Toda, Armando M.
;
do Carmo, Ricardo M. C.
;
da Silva, Alan Pedro
;
Isotani, Seiji
Número total de Autores: 4
|
| Tipo de documento: | Artigo Científico |
| Fonte: | TRENDS AND ADVANCES IN INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 2; v. 746, p. 10-pg., 2018-01-01. |
| Resumo | |
Gamification strategies aligned with social network features increase student's engagement and motivation, along its interactions. However, there is a lack of models or processes that aids the instructors to deploy gamification and social network features within their educational environments in an effective way, since most of these instructors do not have knowledge regarding gamification design nor resources and time to deploy it. The literature also lacks of studies that considers those instructors as variables in the implantation process, since their participation is essential in order to promote beneficial effects of gamification. Based on this premise we propose a meta-process to aid in gamification planning and implantation with social network concepts, called GAMIFY-SN. We conducted a case study to validate our approach, within a programming course with 40 students. We collected the student's opinion through qualitative and quantitative approaches, and interviewed the instructor to get feedback from the meta-process. Our results demonstrated that the gamification within social network was well-accepted by the students and instructors, however there are still some obstacles to overcome. (AU) | |
| Processo FAPESP: | 16/02765-2 - Gamify - Metodologia para Gamificação de Processos e Softwares Educacionais |
| Beneficiário: | Armando Maciel Toda |
| Modalidade de apoio: | Bolsas no Brasil - Doutorado |