Utilização de elementos de games em contextos educacionais
revisão sistemática da literatura
DOI:
https://doi.org/10.26512/lc27202136116Palavras-chave:
Educação, Tecnologia educacional, Gamificação, Aprendizagem, GamesResumo
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.
Downloads
Referências
Adukaite, A., van Zyl, I., Er, S., & Cantoni, L. (2017). Teacher perceptions on the use of digital gamified learning in tourism education: The case of South African secondary schools. Computers & Education, 111, 172-190. https://doi.org/10.1016/j.compedu.2017.04.008
Alcivar, I., & Abad, A. G. (2016). Design and evaluation of a gamified system for ERP training. Computers in Human Behavior, 58, 109-118. https://doi.org/10.1016/j.chb.2015.12.018
Armstrong, M. B., & Landers, R. N. (2017). An evaluation of gamified training: Using narrative to improve reactions and learning. Simulation & Gaming, 48(4), 513-538. https://doi.org/10.1177/1046878117703749
Attali, Y., & Arieli-Attali, M. (2015). Gamification in assessment: Do points affect test performance? Computers & Education, 83, 57-63. https://doi.org/10.1016/j.compedu.2014.12.012
Auvinen, T., Hakulinen, L., & Malmi, L. (2015). Increasing students’ awareness of their behavior in online learning environments with visualizations and achievement badges. IEEE Transactions on Learning Technologies, 8(3), 261-273. https://doi.org/10.1109/TLT.2015.2441718
Barata, G., Gama, S., Jorge, J., & Gonçalves, D. (2017). Studying student differentiation in gamified education: A long-term study. Computers in Human Behavior, 71, 550-585. https://doi.org/10.1016/j.chb.2016.08.049
Bardin, L. (2006). Análise de conteúdo (L. de A. Rego & A. Pinheiro, Trads.). Edições 70.
Bedwell, W. L., Pavlas, D., Heyne, K., Lazzara, E. H., & Salas, E. (2012). Toward a taxonomy linking game attributes to learning an empirical study. Simulation & Gaming, 43(6), 729-760. https://doi.org/10.1177/1046878112439444
Buckley, P., & Doyle, E. (2017). Individualizing gamification: An investigation of the impact of learning styles and personality traits on the efficacy of gamification using a prediction market. Computers & Education, 106(6), 43-55. https://doi.org/10.1016/j.compedu.2016.11.009
Cain, J., & Piascik, P. (2015). Are serious games a good strategy for pharmacy education? American Journal of Pharmaceutical Education, 79(4), e47. https://doi.org/10.5688/ajpe79447
Christy, K. R., & Fox, J. (2014). Leaderboards in a virtual classroom: A test of stereotype threat and social comparison explanations for women’s math performance. Computers & Education, 78, 66-77. https://doi.org/10.1016/j.compedu.2014.05.005
Cronin, P., Ryan, F., & Coughlan, M. (2008). Undertaking a literature review: A step-by-step approach. British Journal of Nursing, 17(1), 38-43. https://doi.org/10.12968/bjon.2008.17.1.28059
Davis, K., & Singh, S. (2015). Digital badges in afterschool learning: Documenting the perspectives and experiences of students and educators. Computers & Education, 88, 72-83. https://doi.org/10.1016/j.compedu.2015.04.011
Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 125(6), 627-668. https://doi.org/10.1037/0033-2909.125.6.627
De-Marcos, L., Domínguez, A., Saenz-de-Navarrete, J., & Pagés, C. (2014). An empirical study comparing gamification and social networking on e-learning. Computers & Education, 75, 82-91. https://doi.org/10.1016/j.compedu.2014.01.012
De-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99-113. https://doi.org/10.1016/j.compedu.2015.12.008
Deterding, S. (2012). Gamification: Designing for motivation. Interactions, 19(4), 14-17. https://doi.org/10.1145/2212877.2212883
Deterding, S., Dixon, D., Khaled, R. & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. Em Proceedings of the 15th International Academic MindTrek Conference. Tampere, Finland. https://doi.org/10.1145/2181037.2181040
Dias, J. (2017). Teaching operations research to undergraduate management students: The role of gamification. The International Journal of Management Education, 15(1), 98-111. https://doi.org/10.1016/j.ijme.2017.01.002
Ding, D., Guan, C., & Yu, Y. (2017). Game-based learning in tertiary education: A new learning experience for the generation Z. International Journal of Information and Education Technology, 7(2), 148-152. https://doi.org/10.18178/ijiet.2017.7.2.857
Domínguez, A., Saenz-de-Navarrete, J., De-Marcos, L., Fernandez-Sanz, L., Pages, C., & Martínez-Herráiz, J. J. (2013). Gamifying learning experiences: Practical implications and outcomes. Computers & Education, 63, 380-392. https://doi.org/10.1016/j.compedu.2012.12.020
El Tantawi, M., Sadaf, S., Alhumaid, J., Lamb, L. C., DiFiori, M. M., Jayaraman, V., & Feeney, J. M. (2018). Using gamification to develop academic writing skills in dental undergraduate students. European Journal of Dental Education, 1(15), 15-22. https://doi.org/10.1111/eje.12238
Filsecker, M., & Hickey, D. T. (2014). A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement and learning in an educational game. Computers & Education, 75, 136-148. https://doi.org/10.1016/j.compedu.2014.02.008
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation &Gaming, 33(4), 441-467. https://doi.org/10.1177/1046878102238607
Giannetto, D., Chao, J., & Fontana, A. (2013). Gamification in a social learning environment. Issues in Informing Science and Information Technology, 10, 195-207. https://doi.org/10.28945/1806
Graafland, M., Vollebergh, M. F., Lagarde, S. M., van Haperen, M., Bemelman, W. A., & Schijven, M. P. (2014). A serious game can be a valid method to train clinical decision-making in surgery. World Journal of Surgery, 38(12), 3056-3062. https://doi.org/10.1007/s00268-014-2743-4
Grossman, G., Heyne, Kyle, Salas, E. (2014). Game- and simulation-based approaches to training Em K. Kraiger, J. Passmore, N. R. Dos Santos, & S. Malvezzi (Eds.). The Wiley Blackwell handbook of the psychology of training, development, and performance improvement (pp. 205-224). John Wiley & Sons.
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170-179. https://doi.org/10.1016/j.chb.2015.07.045
Hanus, M. D., & Fox, J. (2015). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education, 80, 152-161. https://doi.org/10.1016/j.compedu.2014.08.019
Hew, K. F., Huang, B., Chu, K. W. S., & Chiu, D. K. W. (2016). Engaging Asian students through game mechanics: Findings from two experiment studies. Computers & Education, 92-93, 221-236. https://doi.org/10.1016/j.compedu.2015.10.010
Ibáñez, M.-B., Di-Serio, A., & Delgado-Kloos, C. (2014). Gamification for engaging computer science students in learning activities: A case study. IEEE Transactions on Learning Technologies, 7(3), 291-301. https://doi.org/10.1109/TLT.2014.2329293
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer.
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. https://doi.org/10.1016/j.chb.2014.03.007
Landers, R., & Landers, A. (2015). An empirical test of the theory of gamified learning: The effect of leaderboards on time-on-task and academic performance. Simulation & Gaming, 45(6), 769-785. https://doi.org/10.1177/1046878114563662
Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 1-5.
Lin, D. T., Park, J., Liebert, C. A., & Lau, J. N. (2015). Validity evidence for surgical improvement of clinical knowledge ops: A novel gaming platform to assess surgical decision making. American Journal of Surgery, 209(1), 79-85. https://doi.org/10.1016/j.amjsurg.2014.08.033
Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5, 333-369. https://doi.org/10.1207/s15516709cog0504_2
Mawhirter, D. A., & Garofalo, P. F. (2016). Expect the unexpected: Simulation games as a teaching strategy. Clinical Simulation in Nursing, 12(4), 132-136. https://doi.org/10.1016/j.ecns.2015.12.009
Morris, B. J., Croker, S., Zimmerman, C., Gill, D., & Romig, C. (2013). Gaming science: The “gamification” of scientific thinking. Frontiers in Psychology, 4, e00607. https://doi.org/10.3389/fpsyg.2013.00607
Nebel, S., Beege, M., Schneider, S., & Rey, G. D. (2016). The higher the score, the higher the learning outcome? Heterogeneous impacts of leaderboards and choice within educational videogames. Computers in Human Behavior, 65, 391-401. https://doi.org/10.1016/j.chb.2016.08.042
Nevin, C. R., Westfall, A. O., Rodriguez, J. M., Dempsey, D. M., Cherrington, A., Roy, B., Patel, M., & Willig, J. H. (2014). Gamification as a tool for enhancing graduate medical education. Postgraduate Medical Journal, 90(1070), 685-693. https://doi.org/10.1136/postgradmedj-2013-132486
Onwuegbuzie, A. J., & Teddlie, C. (2003). A framework for analyzing data in mixed methods research. Em A. Tashakkori & C. Teddlie (Eds.). Handbook of mixed methods in social and behavioral research (pp. 397-430). Sage.
Paiva, R., Bittencourt, I. I., Tenorio, T., Jaques, P., &Isotani, S. (2016). What do students do on-line? Modeling students’ interactions to improve their learning experience. Computers in Human Behavior, 64, 769-781. https://doi.org/10.1016/j.chb.2016.07.048
Park, J., Liu, D., Mun, Y. Y., & Santhanam, R. (2019). GAMESIT: A gamified system for information technology training. Computers & Education, 142, e103643. https://doi.org/10.1016/j.compedu.2019.103643
Pavlas, D., Heyne, K., Bedwell, W., Lazzara, E., & Salas, E. (2010). Game-based learning: The impact of flow state and videogame self-efficacy. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 54(28), 2398-2402.
Pettit, R. K., McCoy, L., Kinney, M., & Schwartz, F. N. (2015). Student perceptions of gamified audience response system interactions in large group lectures and via lecture capture technology. BMC Medical Education, 15(1), 15-92. https://doi.org/10.1186/s12909-015-0373-7
Prestopnik, N., Crowston, K., & Wang, J. (2017). Gamers, citizen scientists, and data: Exploring participant contributions in two games with a purpose. Computers in Human Behavior, 68, 254-268. https://doi.org/10.1016/j.chb.2016.11.035
Rosser, J., Liu, X., Jacobs, C., Choi, K., Jalink, M., & Hoedemaker, H. (2017). Impact of super monkey ball and underground video games on basic and advanced laparoscopic skill training. Surgical Endoscopy, 31(4), 1544-1549. https://doi.org/10.1007/s00464-016-5059-7
Santhanam, R., Liu, D., & Shen, W. M. (2016). Gamification of technology-mediated training: Not all competitions are the same. Information Systems Research, 27(2), 453-465. https://doi.org/10.1287/isre.2016.0630
Shadish, W. R., Cook, T. D., & Campbell, D. T. (2002). Experimental and quasi-experimental designs for generalized causal inference. Houghton Mifflin.
Smith, T. (2017). Gamified modules for an introductory statistics course and their impact on attitudes and learning. Simulation & Gaming, 48(6), 832-854. https://doi.org/10.1177/1046878117731888
Su, C. H. (2016). The effects of students’ motivation, cognitive load and learning anxiety in gamification software engineering education: A structural equation modeling study. Multimedia Tools and Applications, 75(16), 10013-10036. https://doi.org/10.1007/s11042-015-2799-7
Su, C. H. (2017). The effects of students learning anxiety and motivation on the learning achievement in the activity theory based gamified learning environment. EURASIA Journal of Mathematics, Science & Technology Education, 13(5), 1229-1258. https://doi.org/10.12973/eurasia.2017.00669a
Su, C., & Chen, K. (2015). An empirical study on the implementation and evaluation of gamifying learning motivated achievement model. Applied Mechanics and Materials, 764-765, 822-826. https://doi.org/10.4028/www.scientific.net/AMM.764-765.822
Tan, M., & Hew, K. F. (2016). Incorporating meaningful gamification in a blended learning research methods class: Examining student learning, engagement, and affective outcomes. Australasian Journal of Educational Technology, 32(5), 19-34. https://doi.org/10.14742/ajet.2232
Tenório, T., Bittencourt, I. I., Isotani, S., Pedro, A., & Ospina, P. P. (2016). A gamified peer assessment model for on-line learning environments in a competitive context. Computers in Human Behavior, 64, 247-263. https://doi.org/10.1016/j.chb.2016.06.049
Tobias, S., Fletcher, J. D., Dai, D. Y., & Wind, A. P. (2011). Review of research on computer games. Em S. Tobias & J. D. Fletcher (Eds.). Computer games and instruction (pp. 127-221). IAP Information Age Publishing.
Wang, J.-H., Chen, S. Y., & Chan, T.-W. (2016). An investigation of a joyful peer response system: High ability vs. low ability. International Journal of Human-Computer Interaction, 32(6), 431-444. https://doi.org/10.1080/10447318.2016.1159800
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., Orvis, K. L., & Conkey, C. (2009). Relationships between game attributes and learning outcomes: Review and research proposals. Simulation & Gaming, 40, 217-266. https://doi.org/10.1177/1046878108321866
Wouters, P. J. M., Van Nimwegen, C., Van Oostendorp, H., & Van Der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249-265. https://doi.org/10.1037/a0031311
Yamabe, T., & Nakajima, T. (2013). Playful training with augmented reality games: Case studies towards reality-oriented system design. Multimedia Tools and Applications, 62(1), 259-286. https://doi.org/10.1007/s11042-011-0979-7
Zyda, M. (2005). From visual simulation to virtual reality to games. Computer, 38(9), 25-32. https://doi.org/10.1109/MC.2005.297
Publicado
Como Citar
Edição
Seção
Licença
Copyright (c) 2021 Paulo Daltro, Gardênia Abbad
Este trabalho está licenciado sob uma licença Creative Commons Attribution 4.0 International License.
Autores que publicam nesta revista concordam com os seguintes termos:
- Autores mantém os direitos autorais e concedem à revista o direito de primeira publicação, sendo o trabalho simultaneamente licenciado sob a Creative Commons Attribution License, o que permite o compartilhamento do trabalho com reconhecimento da autoria do trabalho e publicação inicial nesta revista.
- Autores têm autorização para assumir contratos adicionais separadamente, para distribuição não-exclusiva da versão do trabalho publicada nesta revista (ex.: publicar em repositório institucional ou como capítulo de livro), com reconhecimento de autoria e publicação inicial nesta revista.
- Autores têm permissão e são estimulados a publicar e distribuir seu trabalho online (ex.: em repositórios institucionais ou na sua página pessoal) a qualquer ponto antes ou durante o processo editorial, já que isso pode gerar alterações produtivas, bem como aumentar o impacto e a citação do trabalho publicado.