Gamification in Teaching Practice

Authors

DOI:

https://doi.org/10.57175/evsos.v1i1.4

Keywords:

Learning, Gamification, Technology

Abstract

This article has tried to present an important reconfiguration of teaching in the current era in relation to technology: the incorporation of the practice of gamification into teaching. This study starts from a brief contextualization on the inclusion of technology in teaching and how it has been built throughout history to date. The objective is to understand the practices related to the practice of gamification in the context of teaching, with the aim of responding to the problem of "how to gamify?" Using qualitative, descriptive and exploratory research. From this situation, consequently, it was possible to analyze and reveal several recurring applications of this practice, specifically oriented to learning. The survey also clarified the greater interest and motivation of young students, who are exposed daily to gamification in the school environment, which provides a new format for education and participation.

Downloads

Download data is not yet available.

Metrics

Metrics Loading ...

References

Alves, F. (2015). Gamification: Como criar experiências de aprendizagem engajadoras. DVS Editora. Obtenido de https://bit.ly/3sIQeEd

Braga, D. B. (2014). Ambientes digitais: Reflexões teóricas e práticas. Sao Paulo: Cortez.

Burke, B. (2015). Gamificar: cómo la gamificación motiva a las personas a hacer cosas extraordinarias. Sao Paulo: DVS editora.

Fardo, M. (2013). La gamificación como método: Estudio de elementos de juegos aplicados en procesos de enseñanza y aprendizaje. Rio Grande del Sur: Universidad de Caxias. Obtenido de https://bit.ly/3rbya5p

Huizinga, J. (2010). Homo ludens. Alianza Editorial. Obtenido de https://bit.ly/3e3e9Kj

Jenkins, H. (2009). Cultura de convergencia. Aleph.

Kapp, K. M. (2012). The gamification of learning and instruction : game-based methods and strategies for training and education. San Francisco, CA: Pfeiffer.

Moran, J. (2015). Educación híbrida: un concepto clave para la educación actual. En L. Bacich, A. T. Neto, & F. d. Trevisan, Enseñanza híbrida: personalización y tecnología en la educación. Penso.

Prensky, M. (2002). The Motivation of Gameplay or, the REAL 21st century learning revolution. On The Horizon, Volume 10 No 1.

Prensky, M. (2012). Learning based on digital games. SENAC.

Sánchez-Pacheco, C. (2020). Los orígenes y el futuro de la gamificación. Guayaquil: Editorial Académica Española.

Published

2022-09-29

How to Cite

Sánchez-Pacheco, C. L. (2022). Gamification in Teaching Practice. EVSOS, 1(1), 3–12. https://doi.org/10.57175/evsos.v1i1.4

Issue

Section

Article