J. D. F. Viana, Eliezio Gomes Queiroz Neto, T. Silva, Adriana Valentim Wandermurem
{"title":"A GAMIFICAÇÃO COMO RECURSO DIDÁTICO NO ENSINO A DISTÂNCIA","authors":"J. D. F. Viana, Eliezio Gomes Queiroz Neto, T. Silva, Adriana Valentim Wandermurem","doi":"10.37885/210805739","DOIUrl":null,"url":null,"abstract":"na A metodologia deste literatura síntese para identificou-se que a da gamificação como recurso didático pode ser grande aliado no aumento do engajamento e da motivação dos alunos nos Ambientes Virtuais ABSTRACT Gamification as a learning resource contributes to pleasurable learning and improves student achievement. However, there are still challenges that need to be overcome to realize this practice, especially in Virtual Learning Environments. This paper aims to investigate the current challenges faced by the management of distance learning institutions and teachers/tutors in the use of gamification as a didactic resource. The methodology of this work was literature review using synthesis resource for the collection of bibliographic and electronic data. Thus, it was identified in this work that the technique of gamification as a didactic resource can be a great ally in increasing students' engagement and motivation in Virtual Learning Environments.","PeriodicalId":431177,"journal":{"name":"Educação e Linguagem: ensino, contribuições e discursos","volume":"32 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Educação e Linguagem: ensino, contribuições e discursos","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.37885/210805739","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
na A metodologia deste literatura síntese para identificou-se que a da gamificação como recurso didático pode ser grande aliado no aumento do engajamento e da motivação dos alunos nos Ambientes Virtuais ABSTRACT Gamification as a learning resource contributes to pleasurable learning and improves student achievement. However, there are still challenges that need to be overcome to realize this practice, especially in Virtual Learning Environments. This paper aims to investigate the current challenges faced by the management of distance learning institutions and teachers/tutors in the use of gamification as a didactic resource. The methodology of this work was literature review using synthesis resource for the collection of bibliographic and electronic data. Thus, it was identified in this work that the technique of gamification as a didactic resource can be a great ally in increasing students' engagement and motivation in Virtual Learning Environments.