This is an outdated version published on 2022-02-01. Read the most recent version.

GAMIFICATION AS AN INSTRUMENT FOR ENHANCING THE ENGAGEMENT ON #TEUFUTURO PROGRAM

Authors

  • Amilton Rodrigo de Quadros Martins
  • Eduardo Rosa Pagliarini
  • Fahad Kalil
  • Ariane Pazinato

DOI:

https://doi.org/10.20873/uft.2447-4266.2022v8n1a6pt

Keywords:

Gamification, High School, Engagement

Abstract

Current generations of students are increasingly influenced by digital culture, technology, and games. However, educational institutions still cannot align this connection that young people have with technology with a teaching method that can engage the student in learning. Thus, gamification emerges as a means of stimulating more active participation of students in classrooms. Therefore, the objective of this study is to verify the effectiveness of gamification in increasing engagement in students participating in the IMED #TeuFuturo program. This is qualitative research carried out through a focus group, collecting data through audio and video recording, with seven 12th grade high school students who were part of the program. The analysis of the obtained data made it possible to observe that gamification had a positive impact on the students' engagement.

Downloads

Download data is not yet available.

References

BARDIN, L. (2010). Análise de conteúdo. 4. ed. Lisboa: Edições 70.

CARLSON, S. (2005). The Net Generation Goes to College. The chronicle of higher education.

CRAWFORD, C. (1984). The art of computer game design. Berkeley: McGraw-Hill/Osborne Media.

DETERDING, S., DIXON, D., KHALED, R. & NACKE, L. (2011). From game design elements to gamefulness: defining gamification. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. Nova York: ACM.

JUUL, J. (2001). The repeatedly lost art of studying games. The Internacional Journal of Computer Game Research. v. 1.

LEPPER, M. R. & Cordova, D. I. (1992). Motivation and emotion. v. 16, n. 3, p. 187-208.

MINAYO, M. C. de S. (Org.). (2001). Pesquisa social. Teoria, método e criatividade. 18. ed. Petrópolis: Vozes.

PEROSA, C. T. & PEDRO, E. N. R. (2009). Perspectivas de jovens universitários da região norte de Rio Grande do Sul em relação a paternidade. Rev. Esc. Enf. USP. v. 43, n. 2, p. 300-306.

PRENSKY, M. (2001). Nativos digitais, imigrantes digitais. Available at: http://www.colegiongeracao.com.br/novageracao/2_intencoes/nativos.pdf. Accessed on: 25 May 2020.

RICE, J. W. (2007). Assessing Higher Order Thinking in Video Games. Journal of Technology and Teacher Education. v. 15, n. 1, p. 87-100.

SHEAHAN, P. (2005). Thriving and surviving with generation y at work. Hardie Grants Books.

VAN ECK, R. (2006). Aprendizagem digital baseada em jogos: não são apenas os nativos digitais que estão inquietos. Educause Review, v. 41, n. 2, mar./abr. 2006, p. 16-30. Available at: https://er.educause.edu/articles/2006/1/digital-gamebased-learning-its-not-just-the-digital-natives-who-are-restless. Accessed on: 25 May 2020.

Who Are Restless. (2006). Educause Review. v. 41, n. 2, mar./abr. 2006.

ZICHERMANN, G. & CUNNINGHAM, C. (2011). Gamification by design: Implementing Game Mechanics in Web and Mobile Apps. Sebastopol: O'Reilly Media.

Published

2022-02-01

Versions

How to Cite

RODRIGO DE QUADROS MARTINS, Amilton; ROSA PAGLIARINI, Eduardo; KALIL, Fahad; PAZINATO, Ariane. GAMIFICATION AS AN INSTRUMENT FOR ENHANCING THE ENGAGEMENT ON #TEUFUTURO PROGRAM. Observatory Journal, [S. l.], v. 8, n. 1, p. a6pt, 2022. DOI: 10.20873/uft.2447-4266.2022v8n1a6pt. Disponível em: https://sistemas.uft.edu.br/periodicos/index.php/observatorio/article/view/14986. Acesso em: 17 may. 2024.