Do They Understand What We Want? A Study on the Perception of Students in a Gamified Educational System

Recent studies point to gamification as a resource capable of increasing student motivation and engagement in educational environments. However, an important current challenge is to understand how the implemented gamification is perceived by end users. To face this challenge, in this research, we co...

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Detalhes bibliográficos
Autores: de Juli, Marcelo Camargo, Oliveira, Wilk, Nascimento, Isabelle Melo do, Isotani, Seiji
Formato: artículo
Estado:Versión publicada
Fecha de publicación:2023
País:Brasil
Recursos:Sociedade Brasileira de Computação (SBC)
Repositorio:Revista Brasileira de Informática na Educação
Idioma:portugués
OAI Identifier:oai:journals-sol.sbc.org.br:article/3118
Acesso em linha:https://journals-sol.sbc.org.br/index.php/rbie/article/view/3118
Access Level:acceso abierto
Palavra-chave:Gamificación
Gamificación implementada
Gamificación percibida
Sistemas educativos gamificados
Estudios cuantitativos
Gamification
Implemented gamification
Perceived gamification
Gamified educational systems
Quantitative study
Gamificação
Gamificação implementada
Gamificação percebida
Sistemas educacionais gamificados
Estudo quantitativo
Descrição
Resumo:Recent studies point to gamification as a resource capable of increasing student motivation and engagement in educational environments. However, an important current challenge is to understand how the implemented gamification is perceived by end users. To face this challenge, in this research, we conducted an observational study (cross-sectional, descriptive, and temporally prospective) analyzing the perception of 61 post-graduate students regarding the gamification implemented in a gamified educational system (used for 23 months) as well as, the psychological and behavioral effects of gamification on students. The main results indicate that i) students had different perceptions of the gamification elements implemented in the system and ii) they present different positive psychological and behavioral effects resulting from gamification. The study results especially contribute to the areas of educational technologies and gamification in education, providing insights related to the design of gamified education systems.