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The experience of the application of a gamified virtual learning environment in higher education

dc.contributor.authorTenório, Marcos
dc.contributor.authorLopes, Rui Pedro
dc.contributor.authorGóis, Lourival Aparecido de
dc.contributor.authorMesquita, Cristina
dc.contributor.authorSantos Júnior, Guataçara
dc.date.accessioned2020-04-06T10:30:07Z
dc.date.available2020-04-06T10:30:07Z
dc.date.issued2018
dc.description.abstractVirtual Learning Environments (VLE) provide a way for students to access and interact with learning experiences and assume the responsibility for their own learning, overcoming passive attitudes of listening and memorizing content. In other words, VLEs should be developed to provide teaching and learning environments that allows students to assume an active role in the development of their own knowledge and to increase their involvement. This work describes an experience of the application of a gamified VLE for the development of non- presential teaching and learning activities in the course of Statistics in a Management degree. To assess its impact, a quanti-qualitative methodology was used. Data was collected by four instruments: an online questionnaire with closed questions for students, an online questionnaire with open questions for students, a structured interview with the teacher, and instrumentation of the VLE to collect users’ actions on the platform. Results suggest that both teacher and students consider that it is beneficial to use the VLE because of its ubiquity and flexibility. Both students and the teacher consider that using VLE is beneficial, although the adaptation to gamification elements and concepts is still a challenge. The involvement of the teacher and the articulation between the VLE and the pedagogical approach is of the utmost importance to foster the students’ involvement in the teaching-learning process.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationTenório, Marcos; Lopes, Rui Pedro; Góis, Lourival; Mesquita, Cristina; Júnior, Guataçara Santos (2018). The experience of the application of a gamified virtual learning environment in higher education. In ICERI2018 Conference. Seville, Spainpt_PT
dc.identifier.doi10.21125/iceri.2018.2009pt_PT
dc.identifier.urihttp://hdl.handle.net/10198/21544
dc.language.isoengpt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectVirtual learning environmentspt_PT
dc.subjectGamificationpt_PT
dc.subjectStatisticspt_PT
dc.subjectE-Learningpt_PT
dc.titleThe experience of the application of a gamified virtual learning environment in higher educationpt_PT
dc.typeconference paper
dspace.entity.typePublication
oaire.citation.conferencePlaceSeville, Spainpt_PT
oaire.citation.endPage4494pt_PT
oaire.citation.startPage4486pt_PT
oaire.citation.titleICERI2018 Conferencept_PT
oaire.citation.volume1pt_PT
person.familyNameLopes
person.familyNameMesquita
person.givenNameRui Pedro
person.givenNameCristina
person.identifierK-3931-2017
person.identifier.ciencia-id8E14-54E4-4DB5
person.identifier.ciencia-id281C-3FE6-83CA
person.identifier.orcid0000-0002-9170-5078
person.identifier.orcid0000-0002-4992-8614
person.identifier.scopus-author-id56203897400
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
relation.isAuthorOfPublicatione1e64423-0ec8-46ee-be96-33205c7c98a9
relation.isAuthorOfPublicationf3281c2f-9bf6-49af-84a8-995ca1a8bdd8
relation.isAuthorOfPublication.latestForDiscoverye1e64423-0ec8-46ee-be96-33205c7c98a9

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