The gamification of activities other than games has become one of the main objectives of this new area of research. In education the proposal could not be different: the new generations entering the higher education and has a lot of experience in the virtual information environment and games. So, nothing more natural than checking the adherence of gamification to teaching this new student profile. In this scenario, this article presents a case study of a gamification for a discipline of an undergraduate course. The gamification space was built based on a framework looks for basic motivations. Finally, it made a statistical evaluation of the engagement and motivation of students with the introduction of gamification in the discipline.
CITATION STYLE
Freitas, S. D., Lima, T., Canedo, E., & Costa, R. L. (2016). Gamificação e avaliação do engajamento dos estudantes em uma disciplina técnica de curso de graduação. In Anais do XXVII Simpósio Brasileiro de Informática na Educação (SBIE 2016) (Vol. 1, p. 370). Sociedade Brasileira de Computação - SBC. https://doi.org/10.5753/cbie.sbie.2016.370
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