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A gamificação na educação: um panorama do fenômeno em ambientes virtuais de aprendizagem

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A sociedade contemporânea caracteriza-se pelo conhecimento mediado por tecnologias da informação e comunicação (TIC) que, por meio dos artefatos tecnológicos criados pela própria sociedade, são difusores da crescente quantidade de informação disponível. Nesse contexto, novos recursos e estratégias de engajamento surgem a cada momento, no intuito de dar suporte a novos modelos educacionais, menos autoritários e mais colaborativos. Entro os recursos que tem ganhado destaque nos últimos anos, está a gamificação, a utilização de elementos de jogos em contextos não relacionados à jogos. Nesse sentido, esse trabalho tem por objetivo delimitar um escopo de estudo da gamificação dentro da educação, em especial nos Ambientes Virtuais de Aprendizagem, e diferenciar os usos de elementos de design de videogames das abordagens de aprendizagem baseadas em videogames (digital game-based learning). Para isso são apresentados, a partir de uma abordagem descritiva, os conceitos que compõem o fenômeno, o conflito de termos existente, bem como sua origem e história dentro das áreas de mídias digitais, tecnologia e educação. Palavras-chave: ambientes virtuais de aprendizagem, gamificação, aprendizagem baseada em videogames.
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... Despite the existence of various game formats, there are always common features. According to Alves and Maciel (2014), the most common elements can be classified into three aspects: dynamics, mechanics and game components. Here follow the elements identified by the author: ...
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... Despite the existence of various game formats, there are always common features. According to Alves [10], the most common elements can be classified into three aspects: dynamics, mechanics and game components. Here follow the elements identified by the author: ...
... Despite the existence of various game formats, there are always common features. According to Alves [10], the most common elements can be classified into three aspects: dynamics, mechanics and game components. Here follow the elements identified by the author: ...
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IEEE Xplore Digital Library URL: https://bit.ly/38R0CQi
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Millions play Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, Kevin Werbach and Dan Hunter argue persuasively that game-makers need not be the only ones benefiting from game design. Werbach and Hunter, lawyers and World of Warcraft players, created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking--addressing problems like a game designer--can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.
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