The state of the art of gamification practices in the process of teaching and learning in Higher Education

This article presents the results of a bibliographical research which the objective was to synthetize the practices of gamefication employed in the process of teaching and learning in higher education. Therefore, the study was divided in three parts: (1) understand the meaning of gamefication and it...

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Main Authors: Alexandre de Souza Vieira, Alexandre Peixoto Saibert, Manoel Joaquim Ramos Neto, Thailson Mota da Costa, Nataliana de Souza Paiva
Format: Article
Language:Spanish
Published: Faculdade Meridional IMED 2018-03-01
Series:Revista Brasileira de Ensino Superior
Subjects:
Online Access:https://seer.imed.edu.br/index.php/REBES/article/view/2185
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spelling doaj-d34ca6670e994d34ba77ff3b41a1357d2020-11-25T00:02:45ZspaFaculdade Meridional IMEDRevista Brasileira de Ensino Superior2447-39442018-03-014152310.18256/2447-3944.2018.v4i1.21851097The state of the art of gamification practices in the process of teaching and learning in Higher EducationAlexandre de Souza VieiraAlexandre Peixoto SaibertManoel Joaquim Ramos NetoThailson Mota da CostaNataliana de Souza PaivaThis article presents the results of a bibliographical research which the objective was to synthetize the practices of gamefication employed in the process of teaching and learning in higher education. Therefore, the study was divided in three parts: (1) understand the meaning of gamefication and its implications in education; (2) investigate gamefication practices in higher education; (3) analyze the practices of gamefication in higher education. The methodology procedures focused on literature review and state of art of the researches found with a longitudinal cut since 2010 at capes and google scholar websites. The general results of the application of gamefication in college education are positive as to the increase of motivation and engagement of the students in the activities that were developed. However, there are limitations on the implementation of gamified elements. Thus, students and teachers should be cautious, in order to avoid unrealistic expectations regarding the results of the gamified process in teaching and learning.https://seer.imed.edu.br/index.php/REBES/article/view/2185GamificaçãoEducação superiorEstado da arte
collection DOAJ
language Spanish
format Article
sources DOAJ
author Alexandre de Souza Vieira
Alexandre Peixoto Saibert
Manoel Joaquim Ramos Neto
Thailson Mota da Costa
Nataliana de Souza Paiva
spellingShingle Alexandre de Souza Vieira
Alexandre Peixoto Saibert
Manoel Joaquim Ramos Neto
Thailson Mota da Costa
Nataliana de Souza Paiva
The state of the art of gamification practices in the process of teaching and learning in Higher Education
Revista Brasileira de Ensino Superior
Gamificação
Educação superior
Estado da arte
author_facet Alexandre de Souza Vieira
Alexandre Peixoto Saibert
Manoel Joaquim Ramos Neto
Thailson Mota da Costa
Nataliana de Souza Paiva
author_sort Alexandre de Souza Vieira
title The state of the art of gamification practices in the process of teaching and learning in Higher Education
title_short The state of the art of gamification practices in the process of teaching and learning in Higher Education
title_full The state of the art of gamification practices in the process of teaching and learning in Higher Education
title_fullStr The state of the art of gamification practices in the process of teaching and learning in Higher Education
title_full_unstemmed The state of the art of gamification practices in the process of teaching and learning in Higher Education
title_sort state of the art of gamification practices in the process of teaching and learning in higher education
publisher Faculdade Meridional IMED
series Revista Brasileira de Ensino Superior
issn 2447-3944
publishDate 2018-03-01
description This article presents the results of a bibliographical research which the objective was to synthetize the practices of gamefication employed in the process of teaching and learning in higher education. Therefore, the study was divided in three parts: (1) understand the meaning of gamefication and its implications in education; (2) investigate gamefication practices in higher education; (3) analyze the practices of gamefication in higher education. The methodology procedures focused on literature review and state of art of the researches found with a longitudinal cut since 2010 at capes and google scholar websites. The general results of the application of gamefication in college education are positive as to the increase of motivation and engagement of the students in the activities that were developed. However, there are limitations on the implementation of gamified elements. Thus, students and teachers should be cautious, in order to avoid unrealistic expectations regarding the results of the gamified process in teaching and learning.
topic Gamificação
Educação superior
Estado da arte
url https://seer.imed.edu.br/index.php/REBES/article/view/2185
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