Tuesday, July 16, 2013

Slides da Apresentação no Challenges 2013

Slides da apresentação do artigo Proposta de Modelo de Referência para Aplicação de Gamification em Ambientes de Aprendizagem Social, Challenges 2013, 16 de julho de 2013, Braga, Portugal.



Resumo: A gamification consiste na aplicação de elementos característicos dos videojogos em contextos não lúdicos com o objetivo de aumentar os níveis de envolvimento e de motivação dos participantes em atividades nesses contextos. Para atingir este objetivo tem sido considerada, entre outras, a teoria do fluxo. A educação é apontada como uma das áreas com maior potencial de aplicação de gamification. O crescente uso das tecnologias de informação e de comunicação em contextos educativos e o reconhecimento do potencial pedagógico das aplicações da Web 2.0 levam a que as plataformas de apoio ao ensino sejam candidatas à aplicação elementos de jogos, em particular de jogos sociais. Os elementos a considerar e a forma de os aplicar levaram à necessidade de definição de um modelo de referência que auxilie a aplicação do conceito de gamification. Este artigo apresenta uma proposta de um modelo de referência no seguimento de trabalhos anteriores que identificaram já as suas características gerais.

Palavras-chave: Gamification, elementos de jogos, teoria do fluxo, ambientes sociais de aprendizagem, modelo de referência

Abstract: Gamification is the application of typical elements from video games in non-gaming contexts aiming to increase the levels of engagement and motivation of the participants in activities in those contexts. The ways to achieve this objective have been supported by the flow theory, among others. Education is considered one of the areas with greatest potential for the application of gamification. The increasing use of information and communication technologies in educational contexts and the recognition of the pedagogical potential of Web 2.0 applications, made learning supporting platforms good candidates for the application of game elements, particularly from social games. Choosing which elements to consider and how to apply them led to the necessity of defining a framewok to assist the application of gamification. This paper presents a proposal of such a framework following previous work that has identified its general characteristics.

Keywords: Gamification, game elements, flow theory, social learning environments, framework

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