{"title":"Criação de objetos de aprendizagem gamificados para uso em sala de treinamento","authors":"Maria Lúcia Gili Massi","doi":"10.21710/RCH.V17I0.304","DOIUrl":null,"url":null,"abstract":"People around the world spend billions of hours a week playing on computer, smartphones and video games. Take the game elements that fascinate and hold the attention of individuals, to the context of education may be a methodological strategy that results in increased motivation and engagement of learners. This study, based on bibliographical and documentary research, intends to present the steps for creating gamificates learning objects to be used by professionals in training, especially the instructors, who want to increase the involvement of trainees with the content transmitted training room. There are empirical results showing the effectiveness of gamification in training and transfer of learnings to everyday work.","PeriodicalId":41143,"journal":{"name":"Revista Cientifica Hermes","volume":"17 1","pages":"18-35"},"PeriodicalIF":0.1000,"publicationDate":"2017-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Revista Cientifica Hermes","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21710/RCH.V17I0.304","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"SOCIAL SCIENCES, INTERDISCIPLINARY","Score":null,"Total":0}
引用次数: 6
Abstract
People around the world spend billions of hours a week playing on computer, smartphones and video games. Take the game elements that fascinate and hold the attention of individuals, to the context of education may be a methodological strategy that results in increased motivation and engagement of learners. This study, based on bibliographical and documentary research, intends to present the steps for creating gamificates learning objects to be used by professionals in training, especially the instructors, who want to increase the involvement of trainees with the content transmitted training room. There are empirical results showing the effectiveness of gamification in training and transfer of learnings to everyday work.