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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| 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 |
| 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. |
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