Gamification in The Teaching of Bibliographic Classification: experience at The Universidade Federal do Rio Grande do Norte

It aims to describe the pedagogical innovations using gamification strategies developed for the discipline Bibliographic Classification I taught in the Library Science course at the Federal University of Rio Grande do Norte. Gamification is the application of game mechanisms in non-playful contexts,...

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Detalles Bibliográficos
Autores: Sánchez-Tarragó, Nancy, Vale, Mayara Shelley Pascoal, Marques, Mikelly Alana de Lima
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2022
País:Brasil
Institución:Associação Brasileira de Educação em Ciência da Informação (ABECIN)
Repositorio:Revista Brasileira de Educação em Ciência da Informação
Idioma:portugués
OAI Identifier:oai:ojs.portal.abecin.org.br:article/328
Acceso en línea:https://portal.abecin.org.br/rebecin/article/view/328
Access Level:acceso abierto
Palabra clave:Dewey Decimal Classification; Gamification; Significant learning; Active methodologies; Monitoring
Dewey Decimal Classification
Gamification
Significant learning
Active methodologies
Monitoring
Classificação Decimal Dewey
Gamificação
Aprendizagem significativa
Metodologias ativas
Monitoria
Clasificación Decimal Dewey; Gamificación; Aprendizaje significativo; Metodologías activas; Tutoría
Descripción
Sumario:It aims to describe the pedagogical innovations using gamification strategies developed for the discipline Bibliographic Classification I taught in the Library Science course at the Federal University of Rio Grande do Norte. Gamification is the application of game mechanisms in non-playful contexts, in order to solve problems and promote motivation and engagement. The activities were developed between the teacher and the students participating in two monitoring projects during three semesters of 2020 and 2021, with a focus on significant learning for students and on the development of pedagogical skills and aptitudes for student monitors. The planning considered the definition of game mechanics, dynamics, and aesthetics to achieve the pedagogical goals. Wordwall (quiz) and Google Forms (escape games) tools were used, and as narratives, current issues under debate (sustainability, anti-racism), as well as popular series, movies, and computer games. Students expressed satisfaction with the proposed exercises, greater motivation and engagement during their execution and better understanding of the contents. For the monitors, it was an opportunity to review the content of the subjects, and to acquire skills in planning teaching activities and using these platforms for educational purposes.