游戏化是提高# teufuturo项目参与度的工具

A. Martins, Eduardo Rosa Pagliarini, Fahad Kalil, A. Pazinato
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引用次数: 0

摘要

当代学生越来越多地受到数字文化、技术和游戏的影响。然而,教育机构仍然无法将年轻人与技术的这种联系与能够使学生参与学习的教学方法结合起来。因此,游戏化作为一种刺激学生更积极参与课堂的手段而出现。因此,本研究的目的是验证游戏化在提高参与IMED #TeuFuturo计划的学生参与度方面的有效性。这是一项通过焦点小组进行的定性研究,通过音频和视频记录收集数据,参与该计划的7名12年级高中生。通过分析获得的数据,我们可以观察到游戏化对学生的参与度有积极的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
GAMIFICATION AS AN INSTRUMENT FOR ENHANCING THE ENGAGEMENT ON #TEUFUTURO PROGRAM
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.
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