The Gamified Classroom by Andrew R. Proto em Gamification Blog: na sequência do primeiro desta série de posts (ver este post de 14 de outubro), segue-se a segunda parte:
Part II: Technology’s Role in a Gamified Classroom.
Nesta segunda parte, discute-se o papel das tecnologias nas salas de aula actuais. Apesar de existir muita tecnologia disponível (p.e. quadros interativos), essa tecnologia é aplicada de acordo com os métodos tradicionais (um quadro é sempre um quadro por muito interactivo que seja). As escolas deveriam sim estar a ensinar as competências necessárias para o século XXI: trabalho cooperativo em projectos, apresentação de ideias aos outros, pesquisa de informação rapidamente, etc.
As competências digitais que os alunos já possuem (p.e. desenvoltura a usar videojogos) deveriam ser aproveitadas no sentido de lhes indicar que muito do que fazem para sua recreação pode ser também usado para aprenderem na escola. É aqui que se pode aplicar a Gamification.
Sobre a aplicação de Gamification, é de ler também o post de Michael Wu, Sustainable Gamification: Playing the Game for the Long Haul. Wu defende a utilização de uma estratégia de Gamification como forma de provocar um envolvimento inicial com algo que seja intrinsecamente motivador. Isto porque a aplicação de incentivos externos (p.e. pontos, badges, etc) reduz, a longo prazo a motivação intrínseca. No caso da aplicação na área da educação, transcreve-se o exemplo dado por Wu:
"Example 1: Education and learning
What is the gamified behavior(s)?
Good attendance, reading books, practice doing math, turning in homework/assignments on time, etc.
What long term values does it create?
What is the gamified behavior(s)?
Good attendance, reading books, practice doing math, turning in homework/assignments on time, etc.
What long term values does it create?
1. Students receive better grades
2. They may get more peer respect, recognition and self esteem
3. They may even gain more affirmation and trust from their parents, friends and teachers".
Uma estratégia de Gamification tem de durar apenas o suficiente para que os alvos dessa estratégia percebem o valor da actividade. A partir daí funcionará a motivação intrínseca.
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