Percorrer por autor "Reinaldo, Francisco"
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- Céos: a collaborative web-based application for improving teaching-learning strategiesPublication . Tenório, Marcos Mincov; Reinaldo, Francisco; Esperandim, Rauany Jorge; Lopes, Rui Pedro; Gois, Lourival Aparecido; Santos Júnior, GuataçaraThis paper reports the Ceos system to support and promote collaborative learning by gamification strategies and mobile technologies. C´eos was developed for basic smartphones to support classroom exercises and to encourage students out of classrooms in poor communities. The machinery of C´eos has built-in teaching-learning strategies, such as gamification and mobile learning. To evidence a new kind of active learning process, C´eos can track and suggest tips and rewards, guiding students in their decisions during the collective process of knowledge acquisition. The student knowledge acquisition also happens via C´eos during contribution of teachers, other students, and teammates. Considering the Declaration of Helsinki, an experimental research was carried out with students of a high school in the southwest of Paran´a/Brazil. We produced an experimental study to observe students social interaction behavior during a survey test using C´eos. The results indicated positive behavioral patterns, guiding them to a forum to complete the exercises. C´eos provided a friendly educational environment and automatically promoted the collaborative process of knowledge construction by the use of gamification and decision making. This collaboration between C´eos and students offered another point of view of using mobile technologies in teaching classrooms.
- Elements of gamification in virtual learning environments: a systematic reviewPublication . Tenório, Marcos Mincov; Reinaldo, Francisco; Góis, Lourival Aparecido de; Lopes, Rui Pedro; Santos Júnior, GuataçaraInformation technologies have introduced several changes in teaching and learning environments. In this scenario, the gamification technique emerges as a promissing approach, considering the impact on the students’ motivation and appealing to their participation. This paper describes a systematic review addressing gamification in virtual learning environments (VLE), presenting an overview on how gamification has been applied in these scenarios. This review was based on papers published in highly scored journals in the field of computers in education. The papers were selected according to the gamification theme, and the content was analyzed and a state of the art built, according to the retrieved qualitative data. The results seem to reveal that there are significant gains derived from the adoption of gamification in VLE. However, some gains are not unanimous and it depends on how the elements are applied. This paper also suggests a basis for future work aiming at applying gamification in a VLE.
- The impact of a gamified E-Learning environment in students attitude: a case studyPublication . Tenório, Marcos; Reinaldo, Francisco; Gonçalves, Vitor; Ishikawa, Eliana C.; Gois, Lourival Aparecido; Santos Júnior, GuataçaraE-learning conditions underpin the teaching and learning procedure and plan to involve students in their insight development process. Notwithstanding, including them during this procedure requires a high level of inspiration. Gamification is one of the methodologies that address this challenge and proposes that on-line situations are going to be a plus from it. On the other hand, Statistics is a field that can be supported by these learning methodologies. These days, with the use of massive data, the information holds a critical worth and to process this information into valuable data empowers the statistics field as a basic subject. This paper expects to feature a replacement point of view over the teaching and learning process offering a gamified e-learning condition to support the statistics field in the class. To research and portray the increases of this system, we refine a contextual investigation strategy to a Probability and Statistics lecture of an undergraduate Engineering course. With a descriptive study, we decide to comprehend the students’ attitudes once they face the proposed gamified e-learning condition. The results indicate that were some changes on students’ attitude when they use the gamified approach and suggest that we can be on the right track regarding the application of innovative learning formats, especially in the use of ICT.
