Gamification in Higher Education: an Analysis of Academic Studies Carried Out in Portugal and Brazil
DOI:
https://doi.org/10.35819/tear.v10.n1.a5035Abstract
Abstract: In response to the problem of students' demotivation in the face of uniform and massive teaching to which they are subjected in the context of higher education, alternative learning experiences, promoted by teachers, are increasingly frequent, with the aim of increasing interest and involvement in learning. One of these alternative lines of work with a strong implantation in the last decade is gamification, which (as its name suggests) aims to bring a playful dimension to the teaching and learning process, thus taking advantage of the natural adhesion of young people to the experience game, also achieving better results in terms of their school performance and development. Since we are interested in knowing what is being done in this context in considering the Portuguese language sphere, we present a study on the academic works (master's dissertations and doctoral theses) developed in the last five years on the theme of gamification of learning in the context of teaching higher education in Portugal and Brazil. Based on a systematic review of the literature, the objective was to make a first approximation of what has been studied in these two countries in response to the questions that have been researched in the area of ??Social and Human Sciences, about the theoretical framework models, about the main methodologies used, and the main results and conclusions reached by these studies. The results show that all selected investigations generally make a positive assessment of the use of gamification (increased motivation, learning, interaction, gamification as a pedagogical innovation).
Keywords: Gamification. University education. Systematic review.
Keywords: Gamification. University education. Systematic review.
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