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The impact of a gamified E-Learning environment in students attitude: a case study

dc.contributor.authorTenório, Marcos
dc.contributor.authorReinaldo, Francisco
dc.contributor.authorGonçalves, Vitor
dc.contributor.authorIshikawa, Eliana C.
dc.contributor.authorGois, Lourival Aparecido
dc.contributor.authorSantos Júnior, Guataçara
dc.date.accessioned2022-03-02T10:00:40Z
dc.date.available2022-03-02T10:00:40Z
dc.date.issued2021
dc.description.abstractE-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.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationTenório, Marcos; Reinaldo, Francisco; Gonçalves, Vitor; Ishikawa, Eliana C.; Gois, Lourival; Santos Junior, Guataçara (2021) The impact of a gamified E-Learning environment in students attitude: a case study. In M.E. Auer; D. Centea (Eds.) Proceedings of the 9th International Conference on Interactive Collaborative and Blended Learning ICBL2020: Visions and Concepts for Education 4.0. Cham: Springer. p. 400-410. ISBN 978-3-030-67208-9pt_PT
dc.identifier.doi10.1007/978-3-030-67209-6_43pt_PT
dc.identifier.isbn978-3-030-67208-9
dc.identifier.other978-3-030-67209-6
dc.identifier.urihttp://hdl.handle.net/10198/25126
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherSpringerLinkpt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjecte-Learningpt_PT
dc.subjectAttitude towards statisticspt_PT
dc.titleThe impact of a gamified E-Learning environment in students attitude: a case studypt_PT
dc.typeconference paper
dspace.entity.typePublication
oaire.citation.conferencePlaceChampt_PT
oaire.citation.endPage410pt_PT
oaire.citation.startPage400pt_PT
oaire.citation.titleProceedings of the 9th International Conference on Interactive Collaborative and Blended Learning ICBL2020: Visions and Concepts for Education 4.0.pt_PT
oaire.citation.volume1314pt_PT
person.familyNameGonçalves
person.givenNameVítor
person.identifier.ciencia-idA310-FFD6-55A1
person.identifier.orcid0000-0002-0645-6776
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublication51ba4541-fca8-4932-ac25-2fe98006bdb9
relation.isAuthorOfPublication.latestForDiscovery51ba4541-fca8-4932-ac25-2fe98006bdb9

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