Teaching and learning Modelling and Specification based on gamification

dc.contributor.authorFonseco Escudero, David
dc.contributor.authorFerreira, Maria João
dc.contributor.authorDurão, Natércia
dc.contributor.authorMoreira, Fernando
dc.contributor.authorSantos-Pereira, Carla
dc.date.accessioned2021-04-20T13:28:13Z
dc.date.available2021-04-20T13:28:13Z
dc.date.issued2020-06
dc.description.abstractVideo games are understood by society, particularly young people, and young adults, as a form of entertainment. However, given the transformation of society towards the digital, in recent years the games have crossed the barriers of entertainment, and have been used in more ambitious environments and purposes, especially in business and education. In this context, this practice is called gamification, being used at education and aims to make the teaching and learning more attractive and motivating. Gamification, as noted, has the principles of video games, i.e., leverage the elements of the games, which underpin its enormous success, to make learning more engaging, customizable and relevant. Its use in the teachinglearning process has been carried out in parallel with active methodologies, and in the use of learning management systems that include various elements of the game to be integrated into teaching, learning and evaluation activities. In this paper, the gamified programmatic contents idea is presented, and it specifies a level-based programmatic contents structure as well as other gamification elements used, such as points and different types of rewards, the progress bar, the leaderboard, content locking and trading. The gamified programmatic contents will be implemented on the Moodle platform.pt_PT
dc.identifier.citationMoreira, F., Ferreira, M. J., Escudero, D. F., Pereira, C. S., & Durão, N. (2020). Teaching and learning Modelling and Specification based on gamification. In Proceedings of 15th Iberian Conference on Information Systems and Technologies (CISTI), Sevilla, Spain, 24-27 June 2020 (pp. 1-6). doi: 10.23919/CISTI49556.2020.9140829. Disponível no Repositório UPT, http://hdl.handle.net/11328/3438pt_PT
dc.identifier.doi10.23919/CISTI49556.2020.9140829pt_PT
dc.identifier.isbn978-989-54659-0-3
dc.identifier.urihttp://hdl.handle.net/11328/3438
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherIberian Association for Information Systems and Techonologies (AISTI)pt_PT
dc.rightsrestricted accesspt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjectHigher Educationpt_PT
dc.subjectLearningpt_PT
dc.subjectStudents engagementpt_PT
dc.subjectStudents motivationpt_PT
dc.subjectEducational innovationpt_PT
dc.subjectRequirement Engineeringpt_PT
dc.subjectModeling and Specificationpt_PT
dc.titleTeaching and learning Modelling and Specification based on gamificationpt_PT
dc.typeconferenceObjectpt_PT
degois.publication.firstPage1pt_PT
degois.publication.lastPage6pt_PT
degois.publication.location24 – 27 June 2020, Seville, Spainpt_PT
degois.publication.title15th Iberian Conference on Information Systems and Technologies (CISTI)pt_PT
dspace.entity.typePublicationen
person.affiliation.nameREMIT – Research on Economics, Management and Information Technologies
person.affiliation.nameREMIT – Research on Economics, Management and Information Technologies
person.affiliation.nameUniversidade Portucalense
person.affiliation.nameREMIT
person.familyNameFerreira
person.familyNameDurão
person.familyNameMoreira
person.familyNameSantos-Pereira
person.givenNameMaria João
person.givenNameNatércia
person.givenNameFernando
person.givenNameCarla
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person.identifier.scopus-author-id12794047600
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