Utilização de elementos de games em contextos educacionais

revisão sistemática da literatura

Autores

DOI:

https://doi.org/10.26512/lc27202136116

Palavras-chave:

Educação, Tecnologia educacional, Gamificação, Aprendizagem, Games

Resumo

Este trabalho apresenta resultados de uma revisão acerca do uso da gamificação em contextos educacionais. A pesquisa ocorreu por meio de uma busca 360° em bases referenciais, no período de 2010 a 2020. Apenas artigos publicados em periódicos revisados por pares foram incluídos na revisão. Os resultados são apresentados em três categorias: (1) objetivos das pesquisas e descrição dos contextos educacionais; (2) características metodológicas; e (3) resultados obtidos. A produção acadêmica sobre gamificação envolve medidas cognitivas de aprendizagem, como aquisição e retenção e medidas afetivas, tais como engajamento e motivação.

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Biografia do Autor

Paulo Daltro, Universidade de Brasília, Brasília, DF, Brasil

Doutor em Administração pela Universidade de Brasília (2021). Professor Adjunto do Centro Universitário Estácio de Brasília. Membro do Grupo Impacto. E-mail: paulojdaltro@gmail.com

Gardênia Abbad, Universidade de Brasília, Brasília, DF, Brasil

Doutora em Psicologia pela Universidade de Brasília (UnB) (1999). Professora Titular do Departamento de Psicologia Social e do Trabalho da UnB. Líder do Grupo Impacto. E-mail: gardenia.abbad@gmail.com

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Publicado

15.10.2021

Como Citar

Daltro, P., & Abbad, G. . (2021). Utilização de elementos de games em contextos educacionais: revisão sistemática da literatura. Linhas Crí­ticas, 27, e36116. https://doi.org/10.26512/lc27202136116

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