Gamification in higher education: The learning perspective

dc.contributor.authorFonseca, D.
dc.contributor.authorFerreira, Maria João
dc.contributor.authorMoreira, Fernando
dc.date.accessioned2021-04-21T16:24:09Z
dc.date.available2021-04-21T16:24:09Z
dc.date.issued2019
dc.description.abstractDuring the last decades there has been a great development of utilitarian systems, applied to the most varied areas, in which games are found. Digital games (or video games) entered everyday life at an increasing rate and became a popular form of entertainment enjoyed by people of all age and social groups (Williams et al., 2009). The first videogames came from a playful reappropriation of oscilloscopes (Tavinor, 2009). Since then, there has been a wide spread of game consoles (from Pong in 1972 to Xbox in 2002, etc.) as well as other video game applications. For example, in 2011, Gartner predicted that gamed-in information systems and services would become an integral part of organizational systems such as consumer goods marketing and customer loyalty with 70 percent of the largest organizations, according to (Burke, 2011) to have at least an application with principles of gamification. These forecasts went even further and the entrance of the gamification extended to the most diverse areas, namely Healthcare, Education, Finance, Wellness, and Corporate Governance. The use of gamification in unlikely areas such as politics, it is a growing trend as described in (Angelovska, 2019) “this coincides with the beginning of the 2020 US political campaigns.”pt_PT
dc.identifier.citationFerreira, M. J., Moreira, F., & Fonseca, D. (2019). Gamification in higher education: The learning perspective. in: B. D. Silva, J. A. Lencastre, M. Bento, & A. J. Osório (eds.), Experiences and perceptions of pedagogical practices with game-based learning & gamification, pp. 195-218. Braga: Centro de Investigação em Educação. Instituto de Educação da Universidade do Minho. ISBN 978-989-8525-66-6. Disponível no Repositório UPT, http://hdl.handle.net/11328/3451pt_PT
dc.identifier.isbn978-989-8525-66-6 ​
dc.identifier.urihttp://hdl.handle.net/11328/3451
dc.language.isoengpt_PT
dc.publisherCentro de Investigação em Educação. Instituto de Educação da Universidade do Minhopt_PT
dc.rightsopen accesspt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectGamificationpt_PT
dc.subjectHigher educationpt_PT
dc.subjectPedagogical practicespt_PT
dc.subjectGame-based learningpt_PT
dc.subjectInnovative pedagogical scenariospt_PT
dc.titleGamification in higher education: The learning perspectivept_PT
dc.typebook partpt_PT
degois.publication.firstPage195pt_PT
degois.publication.lastPage218pt_PT
degois.publication.titleExperiences and perceptions of pedagogical practices with Game-Based Learning & Gamificationpt_PT
dspace.entity.typePublicationen
person.affiliation.nameREMIT – Research on Economics, Management and Information Technologies
person.affiliation.nameUniversidade Portucalense
person.familyNameFerreira
person.familyNameMoreira
person.givenNameMaria João
person.givenNameFernando
person.identifier.ciencia-id5C16-639B-5E48
person.identifier.ciencia-id7B1C-3A29-9861
person.identifier.orcid0000-0003-4274-8845
person.identifier.orcid0000-0002-0816-1445
person.identifier.ridO-3023-2015
person.identifier.ridP-9673-2016
person.identifier.scopus-author-id57193559489
person.identifier.scopus-author-id8649758400
relation.isAuthorOfPublication4b6dcd84-a387-474c-a23b-299984fdcc92
relation.isAuthorOfPublicationbad3408c-ee33-431e-b9a6-cb778048975e
relation.isAuthorOfPublication.latestForDiscovery4b6dcd84-a387-474c-a23b-299984fdcc92

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