Gamificação em ambientes educacionais ubíquos

This dissertation presents the concept of gamification as a tool to support Ubiquitous Learning Environments (ULEs). With the use of gamification elements as a learning process, it presents the main mechanisms, strategies and aspects observed during the study, as well as the steps followed to achiev...

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Detalles Bibliográficos
Autor: Silva Júnior, Samuel Chagas da
Tipo de recurso: tesis de maestría
Estado:Versión publicada
Fecha de publicación:2017
País:Brasil
Institución:Universidade Federal de Uberlândia (UFU)
Repositorio:Repositório Institucional da UFU
Idioma:portugués
OAI Identifier:oai:repositorio.ufu.br:123456789/18330
Acceso en línea:https://repositorio.ufu.br/handle/123456789/18330
http://dx.doi.org/10.14393/ufu.di.2017.145
Access Level:acceso abierto
Palabra clave:Computação
Computação ubíqua
Informática na educação
Ensino auxiliado por computador
Gamificação
Ambientes educacionais ubíquos
Gamificação na educação
Classroom experience
Gamification
Ubiquitous computing
Ubiquitous Learning Environments
Gamification in education
CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
Descripción
Sumario:This dissertation presents the concept of gamification as a tool to support Ubiquitous Learning Environments (ULEs). With the use of gamification elements as a learning process, it presents the main mechanisms, strategies and aspects observed during the study, as well as the steps followed to achieve them. A gamification module was developed and integrated into a real ULE used in undergraduate and postgraduate courses at the Federal University of Uberlândia. The development of the gamification module and its data model originated a sufficiently generic, loosely coupled architecture, which can be used in conjunction with collaborative resources for extension and enrichment of educational content. To validate the proposal, the use of the module was monitored during three semesters, exploring various mechanisms of competition (punctuation, rankings, badges achievement, among others) in order to improve student engagement and the dynamics of system utilization. As a result, it was observed that the created module was well accepted by students and served as an aid in the teaching-learning process, besides increasing the amount and average time of access to the system.