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Influence of gamification on khan academy in Brazilian high school

dc.contributor.authorTenório, Marcos Mincov
dc.contributor.authorLopes, Rui Pedro
dc.contributor.authorGóis, Lourival Aparecido de
dc.contributor.authorJunior, Guataçara dos Santos
dc.date.accessioned2020-04-06T10:26:32Z
dc.date.available2020-04-06T10:26:32Z
dc.date.issued2018
dc.description.abstractThis article approaches current pedagogical practices in the national guidelines, related to the use of information and communication technologies. We report the actions taken in a compulsory curricular internship of the bachelor’s degree in informatics of the UTFPR- Francisco Beltrão Campus. The internship student performs observation and experiment inside a first-year high school classroom and suggest the use of an e-learning tool to support learning, reinforce classroom concepts and motivate students to perform extra classroom activities. Gamification technique was suggested seeking to increase students’ motivation, engagement and commitment. To address this issue, the e-learning system of Khan Academy was selected and their structure and functions was studied, serving as technological support for gamification actions. An experiment was proposed to obtain results regarding the Khan Academy and gamification usage inside a classroom environment. When applied, Khan Academy has proved to be a promising tool regarding new opportunities and ways of engaging student especially with the built-in gamified structures. Yet, the role of teachers in motivating students to perform extra- classroom activities in the pursuit of knowledge remains crucial, even with the use of online tools and gamification technique.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationTenório, Marcos Mincov; Lopes, Rui Pedro; Góis, Lourival Aparecido de; Junior, Guataçara dos Santos (2018). Influence of gamification on khan academy in Brazilian high school. PUPIL: International Journal of Teaching, Education and Learning. ISSN 2457-0648. 2:2, p. 51-65pt_PT
dc.identifier.doi10.20319/pijtel.2018.22.5165pt_PT
dc.identifier.issn2457-0648
dc.identifier.urihttp://hdl.handle.net/10198/21542
dc.language.isoengpt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectComputers in educationpt_PT
dc.subjectE-Learningpt_PT
dc.subjectKhan academypt_PT
dc.subjectGamificationpt_PT
dc.subjectInternship programpt_PT
dc.titleInfluence of gamification on khan academy in Brazilian high schoolpt_PT
dc.typejournal article
dspace.entity.typePublication
oaire.citation.endPage65pt_PT
oaire.citation.issue2pt_PT
oaire.citation.startPage51pt_PT
oaire.citation.titlePUPIL: International Journal of Teaching, Education and Learningpt_PT
oaire.citation.volume2pt_PT
person.familyNameLopes
person.givenNameRui Pedro
person.identifier.ciencia-id8E14-54E4-4DB5
person.identifier.orcid0000-0002-9170-5078
rcaap.rightsopenAccesspt_PT
rcaap.typearticlept_PT
relation.isAuthorOfPublicatione1e64423-0ec8-46ee-be96-33205c7c98a9
relation.isAuthorOfPublication.latestForDiscoverye1e64423-0ec8-46ee-be96-33205c7c98a9

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