Game Design: Gamified platform as a technological innovation in education

The use of gamified platforms has been discussed in education, especially with remote teaching as a complement to learning. Therefore, the research problem was identified: how is the use of gamified platforms seen in online education, espe­cially in basic education, and what are the most used game m...

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Detalles Bibliográficos
Autores: Andrade, Bruna Raphaela Ferreira de, Ruschival, Claudete Barbosa, Rocha, Augusto Cesar Barreto
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2022
País:Brasil
Institución:Universidade Anhembi Morumbi (ANHEMBI)
Repositorio:DATJournal
Idioma:portugués
OAI Identifier:oai:ojs.datjournal.anhembi.br:article/481
Acceso en línea:https://datjournal.anhembi.br/dat/article/view/481
Access Level:acceso abierto
Palabra clave:game design
plataforma gamificada
inovação tecnológica
educação on-line
ensino básico
gamified platform
technological innovation
online education
basic education
Plataforma Gamificada
Innovación Tecnológica
Educación en Línea
Educación Básica
Descripción
Sumario:The use of gamified platforms has been discussed in education, especially with remote teaching as a complement to learning. Therefore, the research problem was identified: how is the use of gamified platforms seen in online education, espe­cially in basic education, and what are the most used game mechanisms? Thus, game design presents its relevance through its elements and mechanisms, and in the user experience. This paper aims to investigate the literature and map gamified platforms. The methodological procedure, characterized as exploratory, presents a literature re­view to understand the use of gamification in education and an analysis of similar ones. The results point out gamification as a trend, although emerging in education, besides there are gaps such as: need for application of interaction elements in ed­ucation; user experience research; and long-term studies. This article may benefit educators looking for gamified platforms, and professionals in the development/im­provement of these tools.